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  • A 500-YEAR DIARY


Ian Marsh and Peter Darvill-Evans

For Janet and Cherril

Previously published in Great Britain in 1991 by Doctor Who Books, an imprint of Virgin Publishing (ISBN 0426 203623) This edition published electronically as freeware in 1996 by Ian Marsh, 113 Aslett Street, Wandsworth, London SW18 2BG E-mail: orun@cygnet.co.uk Copyright © Ian Marsh and Peter Darvill-Evans 1991, 1996 Doctor Who series copyright © British Broadcasting Corporation 1963,1996 This work may be printed free of charge for personal use only. Commercial use is expressly forbidden without the consent and written agreement of the authors


The DOCTOR WHO story The DOCTOR WHO universe The Necromancers: a DOCTOR WHO short story 3 7 9


A brief history of role-playing Key concepts in role-playing Switchback: a solo DOCTOR WHO adventure 22 24 27

Basic concepts Abilities Combat Weapons Death and injury Recovery Poison Falls Suffocation and drowning 33 37 48 53 58 59 61 62 63

Who is the Doctor? Companions Aliens Villains Transport Time Lords and time travel A 500-year diary 65 71 88 106 112 114 118

How to be a referee How to invent adventures The Curse of the Cyclops: a ready-made adventure 123 136 140

Creating characters Safe combat Designer’s notes Advanced character creation Character sheet 152 154 156 159 163



TIME LORD is an unusual book. It is neither a story nor a game: it contains all the rules and information that you need to invent your own DOCTOR WHO stories and to take part in games based on them. Taking part in a story is known as role-playing and by using TIME LORD, you and your friends can play the roles of the Doctor, his companions and his enemies. You can travel through time and space and face deadly dangers on alien worlds without leaving your living room. You don’t even have to wear outlandish costumes — although you can if you want to! All you need is this book, some pencil and paper, at least two ordinary six-sided dice, a group of friends and a fertile imagination. If you want to know more about DOCTOR WHO, read Part One of this book. It contains a brief history of the television series, an explanation of the most important concepts and a short story to give the flavour of a DOCTOR WHO adventure. If you are familiar with DOCTOR WHO, you can skip Part One. If you want to know more about role-playing games, read Part Two of this book. It contains an introduction to the idea of role-playing, an explanation of the most important concepts, and a short solo game to give you some idea of what it is like to play a simple role-playing game. If you are familiar with role-playing games, you can skip Part Two. Part Three is the heart of TIME LORD: it contains all the rules that allow you to take part in a game based on a DOCTOR WHO story. Part Four is the main reference section and will be invaluable both for playing a role in a game and for creating new adventures. In Part Five there is a ready-made adventure for you and your friends to play. This part also explains how to invent new stories to continue your adventures in time and space.

Some technical terms are inevitable in a book of this nature. They will be kept to a minimum, however, and will be fully explained when first mentioned. The following terms will be used throughout TIME LORD to avoid confusion. DOCTOR WHO (the BBC television programme and the universe in which it is set) and TIME LORD (this book) will always spelled in capital letters. And what is a Time Lord? A Time Lord is a member of the ruling elite on the planet Gallifrey. The Doctor, the main character in DOCTOR WHO, is a Time Lord. Titles of books and television stories will be written in italics. For instance: Doctor Who — Survival by Rona Munro is the novel based on the DOCTOR WHO story Survival that was broadcast in 1989. Now, if you’re ready to dematerialize, we’ll take off into time and space. Ian Marsh and Peter Darvill-Evans April 1991

TIME LORD and DOCTOR WHO have had one thing in common over the past few years: both have been unavailable to fans. Behind the scenes, however, work has been progressing on new versions of both. The wider availability of the Internet and its suitability for electronic publishing has made it possible for some time to put TIME LORD on the World Wide Web. What has been lacking is a number of files from the original typescript — files that over the past few months I have been rekeying. During that time, Peter and I have arranged to have the rights to TIME LORD reverted to the authors; Peter has also very kindly allowed me to go ahead on my own and republish the book electronically so that it once again becomes available to fans of DOCTOR WHO and gamers alike. What appears here is substantially the same as the original work. The Templar Throne, however, is no longer included, and an adventure I originally wrote for Marvel’s Doctor Who Magazine — The Curse of the Cyclops — takes its place. While The Templar Throne is an excellent adventure, it is a little too complicated for a first game. There is now also a full character generation system for human companions, which joins the appendices at the back of the book. A few words of caution: the files that comprise this edition are based on the pre-edited version of the game, so there may be a few differences. If anyone spots them, it would be greatly appreciated if they could point them out. I intend to release this version of the game in several forms. The first is rather exclusive: Postscript files that can just be printed out. More ambitiously I hope to release a version that can be read on a Web browser in small chunks, which should make accessing particular points far easier. I also intend to put out Ascii, Word and WordPerfect versions, but all this will take time. Be patient. Ian Marsh Wandsworth, London, June 1996 E-mail: orun@cygnet.co.uk



and had several confrontations with his old enemies. Jon Pertwee. Most important of all. 1963 William Hartnell played the first Doctor as an old man: eccentric. but also erratically brilliant. The characters and monsters from DOCTOR WHO are now household names in Britain. the programme was shot and broadcast in colour. allowing a new actor to take on the role. and in the second story the Doctor took his ship to the faraway planet of Skaro where he came up against the Daleks. forgetful and bad-tempered. grey and typically British autumn evening and peered at the flickering black-and-white images on valve-powered television sets. An Unearthly Child. science fiction ideas began to creep in. the first episode of the first DOCTOR WHO story. most of them young Earthlings. Details of the DOCTOR WHO universe will be found in Part Four of this book. but here is a brief history of the programme to provide a context for later references. a schoolgirl who claimed to live in a police telephone box in a junkyard. has been revealed. a runaway from a civilization that had the power to control time and space and which has a strict policy of non-intervention in the universe — a policy that the Doctor abhors. the first of the many terrifying and megalomaniac races of monsters that were to cross his path again and again. The DOCTOR WHO producer. and her grandfather. it was revealed that the Doctor was a Time Lord. had envisaged DOCTOR WHO as an educational series for children. but half of the First Doctor’s adventures were set in Earth’s history. 1970 After a gap of six months — an unprecedented break in the hitherto weekly output which suggested that the programme’s future had been in doubt — DOCTOR WHO returned. 3 . In the three decades that have elapsed since that memorable November evening. was broadcast on Saturday 23 November. each of them adding something to the Time Lord’s complex personality. the Master and the Rani — old enemies that the Doctor has fought again and again all over the universe — have become almost as well known as the Doctor himself. They were introduced to Susan Foreman. they had no idea that they were watching the beginning of a legend. and portrayed the Doctor as a cosmic hobo. They were amazed to find that the police telephone box was larger inside than it was outside and that it was in fact a TARDIS — ‘It stands for time and relative dimension in space. Scores of companions. that he had little idea of how to navigate it and that it was defective anyway. And something of the Doctor’s origins on Gallifrey. The wealth of information that has been generated during almost thirty years of DOCTOR WHO stories provides a comprehensive background against which new adventures can be set. Patrick Troughton inherited the TARDIS. The viewing figures made it clear that the right mixture of ingredients had been found: the wonderful. have been temporary time-travellers with the Doctor. From the very first episode. Sydney Newman. the Doctor has taken his TARDIS into more than a hundred and fifty adventures. In the last of the second Doctor’s adventures. the strong characterizations of the leading players. Yet they knew they were seeing something special. Patrick Troughton’s Doctor met for the first time the Yeti and the Ice Warriors. the Doctor collapsed on the floor of his TARDIS and his appearance began to change. 1963. science fiction themes and terrifying monsters. 1969 During two and a half years. The Doctor would hop back and forth through time. an irascible old man known as the Doctor. with a succession of glamorous female companions and a penchant for gadgets and fast cars. Seven different actors have portrayed the Doctor. however. faced with the problem that his leading actor had to retire from the programme. an untidy and deceptively simple clown. infinitely flexible TARDIS. The programme revealed that the Doctor had ‘borrowed’ his TARDIS. Directors were able to call on a range of special effects and do a certain amount of outdoor shooting. As viewers huddled round their living room fires on that cold. The programme was now made in large. Daleks and Cybermen.DOCTOR WHO — TIME LORD THE DOCTOR WHO STORY The British Broadcasting Corporation’s DOCTOR WHO is the world’s longest-running science fiction television programme. modern studios at the BBC’s new Television Centre. the home planet of the Time Lords. He met the Daleks. the Daleks and the Cybermen. the story that introduced the Cybermen. 1966 At the end of The Tenth Planet. kind-hearted and iron-willed. in the role of the Doctor. head of drama at the BBC. invented a crucial element of the Doctor’s make-up: he can regenerate his body when it wears out. The War Games .’ explained Susan — a spaceship capable of travelling in time. was dashing and debonair. the day after John Kennedy was assassinated in Dallas. but they are not unknown in other countries: the BBC has sold DOCTOR WHO to television stations in sixty nations all round the world. making history exciting and accessible for a young audience.

1974 Having come up against two new races of monsters that he was destined to meet again — the Sontarans and the Sea Devils — and having been released from his exile on Earth to undergo a series of adventures in space. DOCTOR WHO started to unleash a series of hard-hitting suspense stories. 1980 John Nathan-Turner became the new and. nor has it been so large since. 4 . The fourth Doctor’s longest-standing companion. 1977 The longevity of DOCTOR WHO. under its commanding officer Brigadier Lethbridge Stewart. was herself a Time Lord. most of it consistent. At the same time. Two stories were set on the Doctor’s home planet. On screen. the campaign about the programme’s violence and alleged unsuitability for children reached a climax. however. He also joined forces with UNIT which. made his first appearance in stories that continued to fill in the Doctor’s background and provide a coherent vision of the universe through which the TARDIS travelled. Tom Baker stepped into the role to become the fourth Doctor. 1972 The Daleks returned to the screen in Day of the Daleks after an absence of five years. Gallifrey. the Doctor regenerated for the fourth time. Some of the features that would characterize his decade as producer became apparent immediately: greater use of video and location shooting and a succession of well-known actors as guest stars. 1975 With Tom Baker’s almost dangerously exuberant portrayal of the Doctor. DOCTOR WHO was an immediate sensation and American fan clubs sprang up even more prolifically than the British clubs had. the Master. His body started to regenerate. At the end of the year. an evil renegade Time Lord. but in the following year even this stupendous achievement was topped during one story. K9. but now the BBC had signed a substantial deal with Time-Life Television. and for the first time most of the audience were adults. a new producer was brought in under instructions to tone down the elements of horror in the programme. becoming still younger in appearance. the scientist who had pioneered time-travel technology. at the time of writing. and when a new season of stories began at the end of the year. introduced the shadowy figure of Omega. The audience for DOCTOR WHO in Britain had never been so large. played by two actresses across sixteen stories. These stories helped the programme to impressive viewing figures: eight million British viewers now watched DOCTOR WHO. The Three Doctors. and the preponderance of teenagers and adults rather than young children in its audience led to a flowering of DOCTOR WHO fan clubs. about the Time Lords and the Doctor’s universe. the second half of the 1970s was full of detail. K9 was retired. its recent surge of popularity. Viewing figures rose dramatically and the first of many complaints about the programme’s excessive violence were heard. and he had confronted the Autons and the Silurians. 1981 The Master returned after a long absence — and his machinations were the on-screen rationale for Tom Baker to relinquish his seven-year hold on the role of the Doctor. the Doctor’s robot dog. After apparently falling to his death. The BBC started to sell the programme to other countries. new monsters which he would meet again. The first American convention took place. a story set on the Doctor’s home planet that included guest appearances by the first two Doctors. but in general the fourth Doctor explored new territory in original stories. Some of the third Doctor’s stories had already been shown. Peter Davison became the fifth actor to play the Doctor. and as a result the fourth Doctor’s adventures started to be broadcast nationwide. as well as a new producer and script editor.DOCTOR WHO — TIME LORD Within the third Doctor’s first year on television he had met for the first time his most implacable foe. The first DOCTOR WHO convention was held. More was revealed about the origins of the Daleks and there were confrontations with Cybermen and Sontarans. was to become a mainstay of the programme for many years. the last producer of DOCTOR WHO. the third Doctor suffered terrible wounds while defeating the Giant Spiders on Metebelis 3. 1979 DOCTOR WHO was launched in the United States. 1976 Viewing figures for DOCTOR WHO in Britain had exceeded fourteen million in 1975.

The BBC found that video cassettes of DOCTOR WHO stories — even black-and-white ones from the 1960s — were very popular and a regular schedule of video releases was started. Brigadier Lethbridge Stewart. 1989 Survival. had been appointed to play the Doctor. the BBC bowed to the pressure. the penultimate story of the 1984 season.DOCTOR WHO — TIME LORD 1982 After a nine-month gap. The result was a worldwide campaign to save the Doctor. vainglorious genius failed to prevent a slide in the programme’s viewing figures. the programme’s long life-span is at first sight its most remarkable feature. At the end of the year and of the first series. at the end of the 1985 season the BBC announced that DOCTOR WHO was to be taken off the air. at least compared with those of its heyday. Colin Baker became the sixth Doctor in The Caves of Androzani. in which all five of the Doctor’s incarnations. Cybermen and Sontarans. 1990 John Nathan-Turner resigned from the post of producer and the BBC made no announcement about a successor. companions past and present. was broadcast at the end of the year. set about commissioning full-length DOCTOR WHO novels while continuing to publish non-fiction DOCTOR WHO books — of which TIME LORD is one. 1986 After a seventeen month gap. Sylvester McCoy. The programme’s ratings remained poor. The future of the programme was once again in doubt. The Doctor was on trial for his life. but in the meantime the old stories were being successfully resurrected. the Master. about his home world and its powerful inhabitants. and Colin Baker was removed from the starring role. Among his opponents were some old enemies — Daleks. now Virgin Publishing. however. 5 . who had been poisoned with unrefined spectrox. the unique appeal of DOCTOR WHO is that it can be seen as one long story. The Two Doctors. the Doctor found a new companion in the streetcredible and somewhat pyromaniac form of Ace. Publisher WH Allen. The final story. having turned as many as it could of the DOCTOR WHO television scripts into short novels under its Target imprint. 1987 The BBC announced that a seventh actor. and the first three of the season’s four stories were the evidence presented by the prosecution and then by the Doctor in his own defence. As the above brief history of the programme suggests. and earned renewed critical respect for DOCTOR WHO. a teenage girl from west London. and the on-screen chemistry between Sylvester and Sophie helped to lift DOCTOR WHO on to a new level of subtlety and mystery. After almost three decades of DOCTOR WHO. the seventh Doctor encountered the Master and the Rani. Silurians and Sea Devils — and the programme-makers continued to provide incidental snippets of information about Gallifrey and time travel. Peri. the introduction of another renegade Time Lord known as the Rani. The Five Doctors. Once again rumours abounded about the end of DOCTOR WHO. played by Sophie Aldred. Ace rapidly became one of the most popular of the Doctor’s many companions. In a series of strongly plotted stories that moved away from reliance on cross-references to Gallifreyan history. In spite of adventures that featured old enemies such as the Daleks. the last DOCTOR WHO story at the time of writing. The programme grew from an imaginative but basically educational children’s television show into a science fiction saga packed with action and suspense and underpinned by adult themes. DOCTOR WHO reruns proved to be one of the main attractions on the BSB satellite and cable television service. 1985 Colin Baker’s vivid portrayal of the sixth Doctor as an erratic. DOCTOR WHO returned. the fifth Doctor’s adventures began. the climax of the trial. when the Doctor sacrificed a regeneration on the planet of Androzani Minor to save the life of his companion. and a special programme. K9 and even the Master co-operated to unmask a traitor in the High Council of Gallifrey. in which Patrick Troughton played the second Doctor for the last time. pitted the Doctor against both the Master and the dark side of his own character. and about his relentless enemies all combined to weave an increasingly complex backcloth to the Doctor’s adventures. Daleks and Cybermen. 1984 Peter Davison left the programme. Cybermen. 1983 DOCTOR WHO’s twentieth anniversary was marked by a special programme. At the same time gradual revelations about the Doctor’s changing personality.

directors. script editors and writers of the programme to build layer upon layer of detail and mystery. and thus create a legacy of DOCTOR WHO ‘facts’ that can be used as the background to new adventures.DOCTOR WHO — TIME LORD The flexibility of DOCTOR WHO’s original premise — a crotchety old scientist of unknown origin takes human beings from twentieth-century Earth as passengers in his seldom-controllable time machine — ensured the programme’s longevity in the fickle world of television fads. It also allowed successive producers. 6 .

He is hardly ever without at least one companion. time-travelling elite minority became almost a distinct race. It has the power to materialize a part of its physical structure anywhere in space and time. A Time Lord’s life span is much longer than that of an ordinary Gallifreyan or human: his body has tremendous powers of recovery and is very long-lasting.) Each TARDIS. 7 . who are threatened throughout their history by alien invaders and by the results of their own waywardness. particularly that of humans. there followed an even more golden age of technological progress. however. it can expand its interior to any size. evolved intelligence and developed civilization way before anyone else in the galaxy: the Doctor once said that they achieved space flight while humans were still living in caves. an obsolete model which has a number of interesting features that are missing on more recent versions. coupled with scientific knowledge. Rassilon and Omega. perfected the techniques of time travel and created the time machines known as TARDISes. Their simple-mindedness. They called themselves Time Lords. The Doctor Although most Time Lords are content to while away their long lives in the formal splendour of the Citadel on Gallifrey. Gallifrey Gallifrey is a planet in the same spiral galaxy as our own — the galaxy that we call the Milky Way. a species that resembles human beings in physical appearance. (‘It’s bigger on the inside than it is on the outside!’ is the usual amazed reaction of anyone other than a Time Lord when first entering a TARDIS. gives the Time Lords a feeling of detachment from mere mortals. driven by ambition and hatred. erratic and mysterious of them all. but he has made it his mission to protect the weak and combat evil throughout the universe. Their courage and ingenuity. Companions Time Lords are solitary. humanoid and otherwise. and sometimes he invites one or two of them to accompany him in his TARDIS. with computing power so great that it can decipher the whole of the past. albeit an artificial and alien one. these explanations of a few central themes will help you to understand references in TIME LORD. and it can adapt its appearance to blend in with the surroundings in which it materializes. It is.DOCTOR WHO — TIME LORD THE DOCTOR WHO UNIVERSE If DOCTOR WHO is unfamiliar to you. A Time Lord can therefore live for thousands of years. has broken completely: the Doctor’s TARDIS is stuck in the shape of a blue police telephone box of the sort that used to be a common sight on London’s street corners a few decades ago. Although its physical manifestation is usually small. an artificial universe of potentially infinite size. present and future of our own universe. others. At about the same time Gallifreyan society began to split into two and the educated. fear and innocence often lead them into danger. Not surprisingly each TARDIS is an intelligence. And because Time Lords have little interest in the universe. very few TARDISes are used. This longevity. is usually manned by only one Time Lord because Time Lords are solitary by nature. and when it eventually wears out it regenerates into a new form. Some of these renegade Time Lords leave the Citadel and opt for a hermit’s life in the wilds of Gallifrey. The Gallifreyans. and pay little attention to the rest of the planet or the rest of the universe. perhaps the most brilliant. Two scientists. Time Lords As if the development of interstellar travel was not achievement enough for Gallifreyan civilization. but the Doctor enjoys company. A TARDIS is a Time Lord’s time and space machine and represents the summit of Gallifreyan technology. set off into time and space to carve out empires of their own. The Time Lord known as the Doctor. The Doctor’s companions are usually confused by their adventures and have no hope of understanding the technology that the Doctor uses. standing for Time And Relative Dimension In Space. They provide a focus for his general concern for the well-being of the universe. a few of them find the place intolerably dull. thus complicating the Doctor’s plans and often jeopardizing their success. however. usually a young human. The Doctor’s TARDIS is a Type 40. which allows the TARDIS to change its appearance. TARDIS The letters TARDIS are an acronym. are often very helpful to the Doctor and he seems to find his companions invigorating and amusing. In his travels he has met and befriended hundreds of beings. He has developed a particular affection for the unpredictable inhabitants of the planet Earth. The Doctor’s TARDIS is also in need of an overhaul: hardly any of its circuits work properly and the chameleon circuit. in effect. Time Lords live and work in a highly formalized society in the Citadel on Gallifrey. also ‘borrowed’ a TARDIS to escape from Gallifrey.

each of them representing the Doctor after a regeneration. William Hartnell was the actor who originally played the part of the Doctor. the various Doctors are identified by referring to them as the first Doctor. as his companions.DOCTOR WHO — TIME LORD More than a hundred and fifty of the Doctor’s adventures have been broadcast on television since DOCTOR WHO first appeared in 1963. Although many elements of the Doctor’s character remain fixed. each new body he inhabits seems to have its own quirks. and six other actors (so far) have taken on the role. allies and even as his opponents. TIME LORD allows you to create new DOCTOR WHO adventures and explains how you and your friends can take part in them — as one of the regenerations of the Doctor. 8 . the second Doctor and so on.

and provider of dinner parties that are havens of serenity in these troubled times. gifted.’ Terellion gave him one her most encouraging smiles. because everyone’s mind was on independence. ‘No. on the other hand. ‘I propose a toast to our hostess. tone and content of a DOCTOR WHO story to readers who are unfamiliar with the television programme.DOCTOR WHO — TIME LORD THE NECROMANCERS This is a fairly typical example of a DOCTOR WHO adventure. but watched her guests from beneath her long eyelashes. The senator was flirting with her. of course!’ she exclaimed. The gracious acknowledgement of compliments was second nature to her and Kereban’s little speech would not divert her attention from the business of managing a successful social occasion.’ he said. She should have held the gathering in the upper hall.’ he announced. crimson lips. She turned away from him. ‘It’s starjade. extending a slim hand across the table. Teri. ‘Not much time for jet-setters.’ he said. ‘I propose a toast. she realized with the intuition of a practised hostess that her guests seemed nervous too. raised her glass and tipped its contents between her wide. more at home on the Rim. When every face at the table was turned expectantly towards him. Marna’s eyes. ‘and go easy on the fruit juice. Marna Grard’s giggle broke the silence. ‘How interesting!’ she said. she thought: Olberan was one of the few New Starhomers to carve out a career off-world and she had hoped that he would have returned to the planet with a repertoire of fascinating tales. She blamed herself for inviting disparate people to such a formal. Olberan was sitting opposite her with a scowl on his dark. it is not possible to print the whole story: if it were printed here in full it would take up most of the book and there would be no space left for the rules of the TIME LORD game. anyway: 9 .’ she called out. And wherever did you find that gorgeous necklace?’ Marna looked round in confusion.’ Marna was babbling heedlessly. Kereban darling?’ she said. Therefore we have decided to print only the first chapter of The Necromancers . ‘What’s the matter. ‘because my glass is empty!’ ‘She’s been sinking neat nirvana all evening. this is followed by a synopsis of the rest of the story and notes that point out some of the characteristic features of a DOCTOR WHO adventure. however. too. surely. ‘Not to independence. ‘Don’t tell me you’re not wearing yours. and she hadn’t the heart to discourage him: his party had lost its traditional hold on power and these days it was distinctly unfashionable to consort with opponents of independence. Other guests. merited her attention now. and considered what she should do about Marna Grard. ‘And anyway we can’t drink a toast. How annoying.’ Olberan glanced at Kereban before transferring his gaze to Terellion. Kereban looked at her for a moment. ‘Didn’t hang about at the Core. The date was wrong. fingering the string of lustrous green gems at her throat. my fellow senator. sighed and shook his head. it is intended to give some idea of the structure. a mischievous smile flitted across his impassive. Teri. irresistible and yet elusive. ‘More of that delicious nirvana cocktail please. deeply lined face. and finally focused on Terellion. ‘Marna. For the third time that evening Kereban’s foot touched hers. She was almost taken aback by the directness and brilliance of his blue eyes. Marna was chattering relentlessly to a goldfleece farmer with glazed eyes. intimate occasion when a buffet would have been better. ‘don’t forget we’re about to have a toast. he was keeping them to himself. Another one of the things we have to thank Hortan Velid for!’ Terellion heard Kereban’s muttered curse. CHAPTER ONE: A GHOST IN THE MACHINE Senator Kereban Tod tapped the rim of his glass with his dessert spoon and waited for the hubbub of conversation to subside. If he had. Olberan my dear?’ she said. Terellion Pang: beautiful.’ Kereban said to Terellion in a whisper that she suspected he knew was too loud to be discreet. moving her feet out of range.’ Marna carolled defiantly. She beckoned her manservant to her side and told him to refill the guests’ glasses. He smiled again and turned to the woman beside him. Even her own non-aligned faction was treated with suspicion in parliament and with abuse in the holovids. were brilliant and her pupils hugely dilated.’ There were murmurs of agreement. Terellion felt uneasy. ‘You’re not going to tell us you’re an eleventh-hour convert to the Velid persuasion?’ She giggled again. The conversation dwindled into silence as the drinks were poured. she knew that.’ Terellion allowed none of her annoyance to show in her expression. She knew that hers was the first dinner invitation that Kereban had received for weeks. Unfortunately. Terellion smiled prettily and lowered her face. bearded face. adding that he should dilute Marna’s nirvana with as much naranja juice as he could fit into her glass. Terellion steeled herself to interrupt. and she was rather proud that she was once again setting a trend — this time by daring to introduce a distinguished opposition statesman as the guest of honour at one of her soirees. ‘I expect you find us very boring and provincial compared with the jet-setters and the wheeler-dealers on the Core Worlds.

She paused only briefly: she was accustomed to the strange powers of the TARDIS. complete with a wickedly sharp hunting knife in a leather sheath. She had found a daring little bikini made of animal skins. west London. staring wide-eyed at the guests. square-jawed face. electrical components and audio cassettes. with its tapestries and dim candelabra. ‘Ladies and gentlemen. it was bigger — infinitely bigger.’ she told her reflection. at least. ‘Oh my god. the planet on which he had found her. ‘Terellion!’ ‘Terellion!’ the other guests shouted. And she couldn’t understand why she had thought the gronkey would be a talking-point: the animal had sat motionless on its perch throughout the dinner. an old buffer who should be looking after his prize roses and tending his orchard.’ *** Wear something suitable. she piled it on top of her head. She managed to find mascara. She thought she looked young without a bit of make-up. because Ace couldn’t be bothered to prowl the corridors looking for the TARDIS’s laboratories every time she wanted to brew up fresh supplies of explosives. books. standing next to the central console and gazing at the time rotor as it rhythmically rose and fell. The meal was over and she would understand if the guests started to make their excuses soon.’ he said. A large part of the room was occupied by benches covered with chemistry apparatus. but then again you never who you might bump into when you stepped out of the TARDIS. The whole point of the TARDIS was that it transcended the dimensions of space and time. ‘Too much nirvana. she stuffed a couple of cans of nitro-nine and a Jazz Messengers tape into a black rucksack that she slung over her shoulder. Marna was having some kind of seizure and everyone was on their feet and yelling incoherently. the black satin one with badges all over it and Ace embroidered in big red letters across the back. She was growing up. She would know better next time and. He died six months ago. how am I supposed to find anything to wear? I’m off. anyway. Marna pointed to the door and screamed. A one-piece jump suit of silvery material had attracted her at first. she pinned it to one side so that it fell in a curtain concealing half of her open. She pouted her full lips. although she couldn’t be bothered with it most of the time. she glowered at her reflection as she inexpertly applied the make-up. She had tried on a gown from eighteenth-century France. Ace wasn’t exactly sure how old she was anyway: it was a long time since she’d blown herself up in Perivale and found herself on Iceworld. it’s Sebaran! He’s come back to me!’ Marna shrieked. an autofocus zoom camera. his crumpled jacket.’ She turned. as she had expected. but when she had tried it on she had decided it made her look like a refugee from a low-budget science-fiction television show. It was a waste of time. ‘What’s she staring at? I can’t see anything. but had abandoned it because she thought the Doctor wouldn’t approve. she told herself. But she felt older and she thought she looked a bit older: perhaps she was eighteen or nineteen. The bed was the least noticeable thing in Ace’s room. ‘was Marna’s husband. She pulled her shoulder-length brown hair into a pony tail. And who the blazes is Sebaran?’ Terellion was concerned about Marna. She stood in front of a full-length mirror and experimented with hair styles. lipstick and green eye shadow. pale panama hat and question-mark-handled umbrella hung on the coat stand. The Doctor didn’t look up as she came in: he had his index finger to his lips and was lost in thought. ‘If the Professor won’t tell me where we’re going. ‘Sebaran! Can’t you see him? Look! He’s coming in! Sebaran!’ Kereban leant towards Terellion. The brief ensuing silence was shattered by the sound of breaking glass. He was in the control room. Jason Connery’s clean-cut portrayal of the mythical outlaw lingered in Ace’s memory: it was one of the last television programmes she’d seen when she lived in Perivale. strode through the nearest doorway and found herself back in her bedroom. It might be a scaly alien with tentacles or a bit of all right like that Robin Hood on the telly. the Doctor had said. Ace had wandered in and had been meandering for hours through a labyrinth whose walls were racks of costumes.DOCTOR WHO — TIME LORD this little dining room. ‘Sebaran!’ she shrieked. he might land the TARDIS somewhere as cold as Iceworld. Terellion looked where she was pointing but could see only the dark doorway. ‘I’ve had about enough of this. was too gloomy. Terellion instructed the manservant to call an ambulance. sat on it and ransacked the drawers in front of her. 10 . but had decided that the crinoline might get in the way if she needed to move fast. and went to find the Doctor. Anyway. things hadn’t gone too badly. ‘Sebaran. He’s supposed to be a Time Lord. she picked up her latest toy. so why can’t he look a bit more lordly? He looks likes a gormless gardener. She dragged a stool from a workbench to her dressing table.’ she said to Kereban. He had made a slight adjustment to the interior structure of the TARDIS so that Ace’s room was now connected to a walk-in wardrobe.’ he said. Ace thought as she tried to pick a good time to interrupt his reverie. and wasn’t a kid any more. partly because it was concealed under a pile of discarded clothes. but pleased that her party would be remembered as eventful. blew herself a kiss and grimaced laughingly. after all. She pulled on her favourite jacket. Kereban rose to his feet and lifted his glass. perhaps — on the inside than it looked from the outside and it played the same sort of tricks with time.

He turned to look at the console. they were before my time. ‘Er.’ the Doctor said gravely. touched a few buttons.’ the Doctor said. I didn’t mean to. he was uniquely the Doctor. If the intelligence had any conception of an afterlife. checking the controls again. weren’t they? Anyway. I’m not setting foot outside the TARDIS. concern and responsibility in the furrows across his forehead and alongside his mouth. Ace. On her next attempt she had dispensed with the provisions. then. We’re not going to Earth again. anguish and desolation. dark blue box surmounted by a flashing blue light. however. It had been asleep. but she had taken a portable computer with graphics software and enough memory cards to store the architectural plans of every building in London. OK?’ The Doctor looked smug. overwhelmed by the others. ‘The TARDIS materialized like this when I landed on Earth. ‘A very good choice of garments. ‘Well I’m not. the thoughts were little more than an irritation. Ace. ‘What do you reckon on this clobber then. but then again. alien. ‘You what?’ ‘Beauty of Bath. Ace. ‘It’s rude to listen in. ‘How about —’ he ran his finger down a flickering display ‘— New Starhome?’ ‘Is that where we’re going?’ Ace asked sceptically. Ace never ceased to wonder at herself. the others who were also intelligences but were unlike.’ said the Doctor. the time rotor subsided and remained still. are we? I can’t stand much more of the late twentieth century. The intelligence knew immediately than the others were unlike itself. The intelligence had little concept of any emotion yet the thoughts of the others consisted of almost nothing but pain. and laughter in the crow’s feet next to them. ‘Most people are happiest in their own era. Doctor. they just sort of crept in while I wasn’t thinking of anything else. Ace. ‘Oh no. The intelligence mentally curled itself into a ball and crept into a corner. because the TARDIS’s corridors were well equipped with food dispensers.’ he began. ‘New Starhome it is! Shall we take a stroll?’ *** The intelligence was suffocating. The trauma had almost finished it: the intelligence had been unprepared for such swirling. *** On a couple of occasions Ace had tried to map the interior of the TARDIS. At first it had been alone. His face contained his character: intelligence and cunning in the sharp blue eyes. ‘Yes.’ Ace smiled and shook her head. but then the others had started to arrive. ‘I think so. Professor? Better than the usual gear. He straightened with a grin. or had been woken. It ripens early and has a fine ruddy colouring. scratched his head and then raised his eyebrows. one of my favourite apples.’ The Doctor’s smile broadened.’ Ace let her arms fall to her sides. all right? Anywhere else is better — and stop looking so pleased with yourself. She spread her arms and pirouetted to draw the Doctor’s attention to the clothes she was wearing: exactly the same kind of clothes as the Doctor had seen her wearing hundreds of times before. it did so in the unassuming shape.DOCTOR WHO — TIME LORD ‘Beauty of Bath. yes. eh?’ ‘Eminently suitable. The first time she had set out from the control room with a rucksack full of provisions. travelling through time and space with an alien who looked like a funny little man. The others continued to arrive.’ Ace said. Her conclusion was: the TARDIS was mega-huge and there wasn’t much point in wasting any more time exploring because the Doctor could rearrange it anyway. but for how long it did not know. the intelligence was suffocating. So she could never quite become accustomed to the fact that when the TARDIS materialized in physical form. it was their contents that were unbearable. It was drowning. How much of her thoughts had he read? ‘Don’t do that!’ she said crossly. size and appearance of a police telephone box: a rectangular. frowned. Now it had woken. it would have thought itself in hell.’ ‘Like I keep telling you. She hadn’t used many of the cards: she had given up when she started limping.’ said the Doctor. I thought the whole point 11 . Time Lord or gardener. ‘We’ve landed.’ After a final laboured surge. And I rather like the idea of being seen as a gardener — it’s an appropriate analogy in a way. ‘You what?’ A sudden thought occurred to her. a pencil and a pad of graph paper: she had turned back when she had run out of paper. In themselves. disordered thoughts. None the less it had tried to make contact. ‘You must be able to remember police telephone boxes.’ Ace could feel herself blushing. Professor. The intelligence feared that it had been asleep for a very long time. she rarely ceased to enjoy it. which had been terrifying enough. determination in the jut of his chin. fear. And if we land anywhere near sodding Perivale.’ the Doctor would say in exasperation.’ ‘Sorry.

but whose future. They’re taking a bit of a chance with all these white walls. No one had been surprised to see the TARDIS appear: the square was deserted.’ What I like has nothing to do with it. I suppose it’s because they look like green monkeys. ‘Mmm?’ The Doctor looked at her.’ ‘A minor malfunction. ‘The inhabitants are human.’ The Doctor winced. if you ask me. Don’t they know about spray paint? Guy I used to know could autograph this lot in half a minute. ‘Where to. Interesting architecture. Street art. ‘It looks intelligent. We’ve got to go.’ ‘I might have guessed you’d get lumbered with a prototype. of course. ‘What is it. ‘He’s being kept as a pet. ‘The chameleon circuit is a very sophisticated piece of technology. or similar. The gronkey didn’t so much as twitch as the shutter clicked. which the Doctor had left open. was peering from side to side and lost in thought. isn’t it?’ ‘All right. are you sure the natives are human? What about that chap under the arches?’ The Doctor’s gaze followed Ace’s pointing finger.’ Sometimes Ace suspected that the Doctor didn’t have the first idea how to fix the chameleon circuit.. I remember meeting one of these before. I never seem to have the time. in the centre of the square.’ ‘More like a green panda. At other times she thought that he’d become accustomed to the police box shape and enjoyed the consternation his craft caused wherever and whenever it appeared. Two wide avenues and several narrow alleys led from the square. yes. Anyway. Look at these buildings.’ he said. Ace.’ she said. ‘Don’t dawdle. Doctor?’ Ace whispered when they stopped an arm’s length from the creature. had found the first sign of life. ‘You can tell by the shape of the doors. He was staring angrily at the chain that connected the gronkey’s collar to the circular handle of the door. isn’t it?’ ‘New Starhome. as if they had never had this conversation before. ‘It’s a bit of a blot on the landscape.’ the Doctor said. 12 .’ ‘Very good.. The Doctor swept past Ace. Ace. I seem to recall. Ace. ‘Professor! Oi. that bloke grinning down at us from all those posters looks like an ordinary human. It doesn’t work. it’s like you said. Doctor?’ she said. With no sign of fear its huge black eyes watched the time-travellers approach. I wonder?’ ‘Earth’s future.DOCTOR WHO — TIME LORD of this materialization business was that the TARDIS blended in with its surroundings?’ ‘Quite right. coming to stand beside him. hooked the handle of his umbrella through the strap of her rucksack and pulled her stumbling out of the TARDIS. Ace poked her head round the exterior door and saw that this time the battered blue box had landed in more congenial surroundings than was often the case. It’s not Earth. Professor. she thought. pillared terraces.’ ‘I wonder. Gronkeys. ‘You know. The Type 40 TARDIS was the first in which it was fitted. He doesn’t know which way to go.’ He stared into the gronkey’s deep unblinking eyes until Ace nudged him. glossy pelt that seemed to shimmer with shades of emerald and aquamarine. and as it’s called New Starhome it must be a space colony. that’s the question. Ace. ‘Come along. The Doctor. it’s called.’ she said. If you’re into neo-classicism. I’ll get round to mending it one of these days. It was turquoise. The square was paved with pale marbled flagstones and the surrounding buildings were faced with dazzlingly white plaster. does it? Everywhere we go the TARDIS sticks out like a Dalek at a peace conference. ‘If you like. middle-aged man. squinting at it through the viewfinder of her camera.’ the Doctor said in a tight voice. ‘Well. New Star-something. It was humanoid and stood upright.’ the Doctor muttered. ‘Are we playing another guessing game?’ she said. anyway?’ he said. ‘He’s chained up like an animal. standing back to view the TARDIS against the white. The TARDIS had materialized at the corner of a courtyard. Ace thought. Ace.’ The Doctor stroked his chin as he peered up at the giant pictures that stood on the rooftops. meanwhile. but Ace could see as she followed the Doctor’s cautious approach to the portico that the creature was covered with a dark. A small figure was standing in the shadows beneath a pillared portico. ‘Why doesn’t it say anything?’ The Doctor didn’t reply.’ Ace said.’ ‘I hesitate to apply such gross simplifications to a complex transdimensional concept.’ ‘Does it matter?’ ‘I rather think it might. Ace turned and closed the door. ‘but in essence you’re near enough. There was a slang name for them. And?’ Ace looked up at the sky.’ ‘A bit of a chance?’ ‘Yeah. but I’ll bet he pretends he’s just admiring the town planning. ‘There you are at last. ‘What do you make of the place. But she could never resist a challenge.’ the Doctor would say. which way?’ Shaking her head. So we must be in the future. that was it. I suppose. Each showed an identical image: the smiling face of chubby. But was it before or after this.

young lady. Professor. living things.’ *** When the visions had started.’ The Doctor had been making a few deductions. another who was full of confidence rather than fear. Ace was incensed: she hated being wrongly accused. He is a great man. From Earth. he showed no sign of interrupting his progress. unless we hurry along. It was green. you can hear the crowd cheering. ‘We’re just having a look. too. Having reprimanded Ace and the Doctor. it would have drawn on the brood’s strength to drive out the madness. But it was surrounded by the others. Suddenly it was aware of another: another whose thoughts were not chaotic. It had no vocabulary to describe the things that appeared. glancing at the sky. 13 . I mean I didn’t see that the young lady was with her er. ‘Is the ceremony taking place here?’ ‘Unfortunately not. From the tempests of anguished emotion that were the thoughts of the others. and he noticed her camera. Hortan Velid’s home town.’ the Doctor said. This is the town of Pax.’ the Doctor said.’ Ace continued. raised his hat and strode towards the man. drowning in a storm of the others’ terror and agony and hopelessness.’ Happid said. ‘Oi. architect of our independence. ‘And my assistant’s name is Ace. disorganized and so full of pain that the intelligence recoiled as soon as it made contact. ‘Now I really must get along. the visions. The intelligence knew that the others recognized the things as having life. The intelligence would have liked to interrogate the others to acquire more information about the things in its hallucinations. The intelligence had come to realize that its probings increased the fear of the others.’ the man said.. Even if it had been alone. Pleased to meet you. The other was speaking and. old chap. too. were hallucinations. She’s from Earth. creator of our planet’s destiny. we’ll get you out of this. his voice shaking with emotion.. ‘Celebrations? I thought you were off to a demo. ‘I didn’t realize one of you was. But the machines no longer functioned and no input was possible..DOCTOR WHO — TIME LORD ‘Snap out of it. He held up the placard and stood to attention with the poster’s genial face next to his own. quite amazing. and the words that went with the things. Under his arm he was carrying a placard on which was a smaller version of the posters that overlooked the square. recoiled from the intelligence. therefore. good morning. Among the green there were smaller things.’ ‘Quite all right. ‘Yorovan Happid. He was wearing a white tunic and white trousers that together had a faintly military look. ‘Footsteps: someone’s coming. You’ve been misinformed. it would have struggled against the hallucinations. it understood the meaning. isn’t it?’ ‘Er. although the intelligence somehow knew that the message was not intended for it. but the thoughts of the others were incoherent. my dear. all right?’ The Doctor smiled. The man stopped. warmth. The intelligence had understood very little of what it saw in its visions. ‘This. a green sash was looped over one shoulder. *** ‘You young people! Stop teasing that gronkey!’ The voice was perfunctory rather than angry.’ ‘Doctor. ‘Of course! You’re a reporter. Ace hurried to catch up. You’ve come a very long way to holovid our celebrations. ‘Great shot for our viewers back home. mate!’ she yelled. ‘We’re not teasing it. ‘Remarkable how they’ve managed to miniaturize these holovid recorders. but the ceremony had to be held in Central City. the other was saying. mate.’ he said. The others. ‘I must apologize for my young friend’s abrupt tone.’ Happid said. it had retreated into its hallucinations. ‘Good. The most permanent thing in the hallucinations was known to the others as a colour.’ Ace lifted the camera and snapped Happid and his placard.’ ‘Happid. ‘So today is Independence Day?’ he asked. ‘Earth technology. If the intelligence had been one with its brood-fellows. ‘You’ve come to the wrong place. Listen. She clutched the Doctor’s arm. Don’t worry. the intelligence plucked recognition of the things in the visions.’ he said.’ The Doctor leant forward and tapped the camera. We had hoped that we would have the honour. endless green. The visions were like the input that the intelligence used to receive from the machines. Green.’ she hissed.’ Ace glanced up at the clear turquoise sky and froze.. ‘this is Hortan Velid: our governor and leader. even though some were green and remained stationary whereas others moved and were sometimes other colours. ‘Thanks.’ Ace still didn’t like him. are we. Who’s the bloke in the picture?’ Yorovan Happid was shocked. the Doctor looked round. ah. eh?’ He gazed at Ace in awe. I don’t want to miss the signing. Everyone will see it on live hologram transmission — everyone except us. some of them moving: the intelligence was adrift in a vision it no longer tried to understand. the hallucinations offered some respite from the relentless torture. Ace turned to see a middle-aged man hurrying across the square.’ the man said.’ she said. the intelligence had assumed that it was going insane.

I’m not pickled in nirvana and I don’t believe in ghosts. give Marna the shot. I think this woman saw something last night and I’m going to find out what’s going on. she would still be in shock. ‘Doctor Sendet’s an old acquaintance.’ Olberan said with a grin. ‘Now that is interesting.’ ‘That’ll be the Federation fleet.’ Sendet whispered. They’re on a trajectory for space. ‘All the Federation ships will be gone by midnight. He’ll do what’s best for Marna. he was the senior consultant in the second-largest hospital on New Starhome. why’s she been out all night?’ Olberan demanded. dragging herself from Olberan’s gaze. who stopped him. Olberan released her.’ It was true that Terellion had known Doctor Sendet for years.’ he said. Doc. Ace. Olberan. Terellion? Tell him you’ve known me for years. ‘She’s coming round. where would you go if you’d just seen a ghost?’ *** Olberan was being difficult.’ Terellion smiled encouragingly. ‘They could be.’ Sendet lifted his eyes to the ceiling in despair. ‘You brute!’ she said. Now. ‘Is this really necessary. He lowered his hands. or part of it at least. ‘Marna looks so peaceful already.DOCTOR WHO — TIME LORD ‘Doctor! Over there! Vapour trails! Are they missiles?’ The Doctor studied the fine parallel lines that streaked the sky.’ he repeated doggedly. ‘That thing’s giving me the creeps. bearded friend could do with a shot of this stuff.’ ‘If it’s so mild. the holovids have been reporting stories about people seeing ghosts!’ ‘Ghosts!’ the Doctor mused. ‘But I assume everything’s been peaceful and orderly so far?’ ‘Peaceful? Better than just peaceful. None the less. It’s one of the terms of the treaty.’ Happid said. ‘Can’t you talk some sense into him.’ he said. ‘Go on. Doctor.’ Doctor Sendet sighed and drew his hand across his lean face. stepping forward and then leaning back to avoid Olberan’s scalpel lunge. ‘The electromagnetic pattern is still very erratic.’ he explained. ‘New Starhome’s the most contented planet you could wish for.’ Happid shouted over his shoulder as he bustled away to the edge of the square. when he had seemed eager to put her under a general anaesthetic for reasons that she had assumed were unprofessional. ‘If she woke now. ‘Not many as good-looking as you on the Rim worlds. ‘There’s been so little bad news lately.’ Doctor Sendet advanced hesitantly and this time it was Terellion. ‘It’s all right. Olberan had insisted on visiting the poor deranged woman. And he was making a scene.’ Terellion said. He had positioned his powerful body in front of Marna’s bed. The nurse exchanged a long-suffering glance with Terellion. She fluttered her eyelashes.’ the Doctor murmured. She was surprised to find that she felt disappointed.’ Happid boasted. ‘None whatsoever. Barnan?’ she said. As soon as Terellion stopped struggling. it’s OK with me too. ‘Perhaps your big. ‘You keep your damned drugs away from me. on this morning of all mornings. Tell him you trust me. somewhat half-heartedly.’ Terellion nodded. the symptoms of hysteria 14 . ‘but they’re not aimed at us. If Senator Terellion says it’s OK.’ ‘So where shall we go?’ ‘Well. She rested her hand on his brawny arm and looked up into his glittering blue eyes. that’s all. Terellion had done everything she could to avoid a scandal: she had had Marna driven to the hospital in one of her own limousines and she had booked the most expensive suite of rooms for Marna’s sole use. But since the last time she had consulted him. Terellion’s smile widened.’ Sendet tutted impatiently and indicated the moving line on the screen above Marna’s head. his left hand was curled into a fist and in his right he was wielding a scalpel.’ she said. a ploy which she usually found effective. ‘A mild tranquillizer. ‘It’s just twenty-five milligrams of noctidrine. then turned into an O of surprise as the burly off-worlder pulled her close and kissed her. Ace began to feel uncomfortable. who smiled weakly. Olberan seemed mesmerized by her eyes. she didn’t entirely trust him. Nobody’s going to get in my way!’ Sendet and the nurse launched into a stumbling explanation of the effects of shock. We’ll have our own police force. are we going to watch this independence ceremony?’ ‘I never find flag-waving as uplifting as it’s cracked up to be. ‘I just want to talk to her.’ The gronkey was still staring fixedly at the Doctor.’ The Doctor seemed almost disappointed. Don’t come near her with any more of that stuff. Sendet held up the hypodermic plastigraft.’ ‘You might find that those last two statements don’t necessarily go together. ‘Come on. ‘She’d be all right if only you’d let her wake up. Tomorrow we’ll be free. ‘No trouble of any kind?’ he pleaded. ‘I heard that!’ Olberan roared. Sendet applied the plastigraft pad to the sleeping woman’s arm and almost immediately the line on the screen became less jagged as Marna’s breathing deepened.

’ Sendet stammered.’ ‘Is it?’ the Doctor said.. ‘You mean. ‘Twenty-five milligrams. ‘An acetyl choline replicant in a slow-release base.? There have been rumours. mate. ‘Shouldn’t we follow him. pushed the drawer into the wall. Nirvana can do that to you.’ the Doctor said. ‘Possibly very wise.’ Sendet said firmly.’ The Doctor shook his head slowly. ‘but he is the Doctor.’ the Doctor and Sendet said in unison. Who’s the patient?’ Terellion mechanically shook the young woman’s hand. But I was there. Terellion fought back her tears and an urge to smooth Olberan’s furrowed brow.’ he said. ‘I see. ‘I’m the doctor. One of the drawers lay open: inside it was a still figure covered with a grey sheet. and saw the ghost of her husband.’ he said. unless I’m mistaken. nirvana can be a dangerous substance. ‘Doctor Sendet! Doctor Sendet! Emergency!’ the tiny loudspeaker screeched. Doctor: that was no pink elephant she saw.’ ‘I think it’s time we had a talk. An oddly dressed but alert little man and a tough-looking young woman in a black jacket had joined the group and were avidly listening to Sendet and the nurse. ‘The question is. uninvited and unannounced. trembling with the cold. ‘Would you mind explaining yourselves?’ ‘Sorry.. you’re the doctor. ‘This is the Doctor.. Sendet gave him a filthy look. She frowned. The doors opened silently as the bed approached. Sendet stared at the screen and swore. Who’s the patient?’ Sendet was the first to speak. ‘I’m the Doctor.’ Sendet smiled nervously as the nurse flicked up two switches at the foot of the bed. Doctor?’ Terellion said. the nurse and finally Sendet turned to follow her gaze.’ he spluttered. ‘Hallo. ‘It was too late before we arrived here. I’m sending a patient now!’ He turned to the nurse. Whatever it was. He pressed a button.’ the Doctor replied.’ the Doctor added. He saw the plastigraft pad and sniffed it. imprisoning the black radiance within. ‘Perhaps. The room was a morgue. his lip curled disdainfully. The flickering line was almost flat. ‘She had a skinful of nirvana last night. Terellion found herself favourably comparing the big off-worlder’s commanding silence with Sendet’s oleaginous appearance and verbosity. ‘Intensive care!’ he barked. He frowned. Who’s the patient?’ Terellion decided it was time to exert some control. ‘You wouldn’t get one of them on the National Health. ‘Marna’s going to be all right. along with the machinery and screens arranged around the bed-head. extending her hand. unsteady hands pushed together the two halves of a metal sphere. Doctor?’ Terellion said. ‘Take this patient to IC and administer a slow drip of eserine compound. Get a berth ready immediately. The hands. ‘It’s too late.’ he said.. ‘The patient is Marna Grard. Olberan burst out laughing. Terellion stared at them. Appearances can be deceptive. After all these years of civilization. ‘I’m Senator Terellion Pang. Terellion was about to step in to prevent an argument when the device on Sendet’s wrist began to bleep alarmingly. Report back as soon as you see any change. will anyone see her ghost?’ Terellion gasped. ‘Doctor Sendet to intensive care immediately please!’ Without a word. Don’t you think you should do something about this?’ He pointed to the screen above Marna’s head. ‘It’s noctidrine. He pressed a button on a pad strapped to his wrist and lifted the device to his lips. ‘She’s had a traumatic shock. touching his fingertips to Marna’s temples. Terellion thought. ‘Kindly explain yourselves. isn’t it.’ she announced.’ ‘Hi.’ The Doctor and Ace shook his out-thrust hand. ‘Oh yes.’ The Doctor glared at her. The little man raised his hat.’ Ace said. The bed. Olberan merely glowered at them. I’m beginning to fancy a bit of rough trade! Terellion was the first to notice that visitors had arrived. by the way. Sendet ran from the room.’ Olberan growled. Well.’ ‘So can some of the cholinesterase blockers. deep drawers. when neither of the two visitors appeared to recognize her name. isn’t she. ‘I rather think Marna could do with a second opinion. in the quantities Marna was taking. it sent her crazy.’ Olberan clenched his fists. ‘This is Doctor Sendet.DOCTOR WHO — TIME LORD and the impossibility of ghosts. ‘That’s what I call an air-bed. I’m Olberan. ‘She’s sedated?’ the Doctor asked. floated free of the wall and the nurse propelled the entire complex towards the doorway with one hand. ‘Sendet’s been giving her shots all night. Ace?’ *** In the basement of the hospital. Olberan. however.’ Terellion shivered as the Doctor’s eyes swept the room and came to rest on Sendet. its walls lined from floor to ceiling with wide. senator. I’m Ace. ‘Do you mean she’s dead?’ Olberan snarled. This is much more interesting than flag-waving. and five pairs of eyes watched until the doors had closed again and Marna had floated out of sight. that’s all. The gloom in the long chamber lightened a little. 15 .’ the young woman said.’ Ace said. ‘and.

Velid makes two further announcements. a hover-vehicle. SYNOPSIS OF SUBSEQUENT EVENTS Reluctantly. The servants say that she has been arrested. dark green mammals and the emerald-like stone come from the North Continent of the planet.’ whispered the owner of the hands. and Terellion explains that both the friendly. Velid’s first act as president is to dissolve the senate and give himself emergency powers to rule until new elections can be held. Terellion agrees.DOCTOR WHO — TIME LORD ‘Another guest in the hotel. disturbed by the holovid news. she is strapped to a table. the North Continent was known only for its beaches and that the interior was ignored. Terellion begins to admire Olberan and trust the Doctor. Olberan returns. Among the few survivors were Velid himself and the expedition’s doctor. Ace. There is very little available. we’ll have to build an extension. Terellion is in a featureless cell. Ace and Olberan return as the Doctor is explaining that starjade has unusual properties. He is about to open it when he is interrupted by a squad of guards. Velid then bans further exploration of the North Continent. Ace cannot believe that Terellion is one of the senators who hushed up the danger of starjade. Sendet gloats about her defencelessness and then places a metal globe above her head. Starjade. Terellion’s mansion has been broken into and the senator is missing. but when a nurse brings her food she realizes that she is in a hospital. Olberan grabs the grief-stricken Ace and pulls her to safety. he invests his own paramilitary organization. however. telling the Doctor and Ace to escape while he holds them off. seem unnaturally strong: they smash their way through locked doors with ease. He doubts whether anything interesting or worthwhile could come from the North Continent. but starjade is pretty enough: she says that Marna was wearing starjade when she saw the ghost of her late husband. where she finds an epaulet that she tore from the shoulder of one of the night-time intruders. and shows him her gronkey and her collection of starjade jewellery. they are carrying weapons. Velid declares that the malefactors will be brought to justice. The crowd acclaims his decisions. but despite the obstruction of the librarian — only increased by Olberan’s brusque manner — Ace discovers that Hortan Velid’s first claim to fame was as the organizer of one of the earliest of the expeditions to the North Continent. but Olberan reminds her that the gronkey could be hurt in the explosion. Ace produces nitro-nine with which she intends to blow up the guards. The Doctor urges flight. Ace and Olberan watch the live holovid broadcast of Velid’s appointment as president of newly independent New Starhome. Almost as afterthoughts. He tells Ace that the Doctor is finished and that their duty now is to find and rescue Terellion. has been found to give off dangerous radiation: he bans it and claims that certain senators knew about the danger but had hushed it up. he suggests that they break into Velid’s villa in Pax. with the responsibility of policing the planet. The guards. The next day the Doctor. Olberan goes to see Terellion. Ace and Olberan visit the Pax library to gain information about the North Continent.’ There was something hysterical about the nervous laughter that followed. not a prison. His expedition was a disaster and most of the explorers died. And now that they are the planet’s official police force. The Doctor disapproves of his strident nationalism. In place of the Federation Security Corps. he says. a fact which the Doctor seems to find significant. The Doctor and Ace accept Olberan’s invitation to stay the night in the house he has rented. confused and angry. They escape in his speedpod. 16 . During the night there is an attempted break-in. and although he is clearly worried and in awe of the senator he insists that she must submit to a course of medical treatment. the Starhome Guard. he says. The Doctor falls lifeless to the floor. The Doctor’s reassurances are interrupted by the arrival of a squad of Starhome Guards. Ace rescues the gronkey and returns to the hallway to see the Doctor caught in the ray from a guard’s gun. She finds the gronkeys a little disturbing. Terellion invites the Doctor to her palatial home. but the New Starhomers are ecstatic at the prospect of new prosperity and strength. saying that there is still plenty of the South Continent to exploit and that many of the islands of the archipelago have yet to be visited. Sendet visits her. who wheel in the lifeless body of the Doctor. The Doctor seems particularly interested in gronkeys and starjade. the cream of New Starhome’s youth. which has remained largely unexplored throughout the centuries of human settlement because of its inhospitable tropical climate and its lack of mineral resources. which Ace foils. can move fast enough to dodge the bullets: the Doctor falls and is surrounded. but Olberan wants to confront the officials who arrested Terellion. ‘If we carry like this like this. Olberan adds that when he was last on the planet. she will be tranquillized and treated anyway. befriends Olberan’s pet gronkey and wanders into the garden of Olberan’s house. Sendet scans the Doctor’s body and is amazed to find that the Doctor is not human. He tells Ace that even now Velid would not dare to incarcerate the glamorous senator in an ordinary prison. The Doctor recognizes it as part of the uniform of the Starhome Guard. Olberan produces an old hunting rifle and opens fire at them. which he says has for too long diverted the attention of New Starhomers from the crucial tasks of building the planet’s economy to compete with that of the Federation and other independent planets. whose name was Sendet. Terellion agrees to go quietly. These uniformed giants. In an operating theatre. If she refuses.

leaving the Doctor’s body pale and unmoving. ‘Move over. and therefore able to withstand the life transfer. Instead he pushes her into the lower part of an equipment trolley. It is only thinly guarded. grabs the trolley. He was glad to get away. while Sendet escapes through another exit. he says: he was surrounded by a crowd of unhappy and disoriented minds and he also found one extremely confused stranger. Olberan reports that he has found nothing. Terellion watches helplessly as the metal sphere is moved above the Doctor’s head and spilt open. Terellion watches aghast as the shroud of dark light withdraws into the globe. not a human. points to Olberan. He and Ace must search again. is determined to go to Central City. but Ace will not be deterred. Ace steps into a small circular room: it is a lift. He found it a very miserable reservoir of mental energy. The Doctor smiles and nods. because the North Continent is now out of bounds. Ace catches the Doctor’s eye. Sendet recovers his wits. The door is locked. In the master bedroom. tells the Doctor he knows too much and orders the guards to kill him. The guards take up defensive positions in the doorway. Sendet moves the sphere towards her and she screams. Terellion and Olberan are appalled. but he insists that Terellion must be on the premises. He is asking for instructions. but she cannot find a way to access them. but refuses to let her follow Sendet to safety. and sends Ace. he manages to disarm one of the guards and use the captured weapon to gun down the remainder. The Doctor says he can hear the cavalry coming and then everyone in the room is aware of approaching shouts. Terellion. Then she suddenly remembers that from outside the villa she saw a cylindrical turret. a ball of blackness contained within the sphere. He gives the trolley a shove and throws himself flat on top of it. Sendet tells Terellion that the globe is draining the Doctor’s life. installed at the controls of the speedpod. The trolley trundles along the ray-filled corridor. Olberan. and runs with it to the speedpod. She curses herself for her stupidity and urges Olberan to make for the hospital with all speed. she conceals the computer. This forces Olberan to accompany her. It was a struggle. The Doctor explains that Sendet was right: he is a Gallifreyan. Sendet closes the metal sphere. which he wheels into the space between the guards. Ace finds no sign of Terellion nor anything else of interest in the sumptuously furnished bedrooms. a gothic folly rising from the modern edifice. and seems pleased when she says she’s going to the North Continent. and eventually decides to leave by herself. which is what he accuses Sendet of trying to create. outruns the guards’ pods. and he is determined to make Hortan Velid aware of the injustices being done in his name. Olberan tries to curb her optimism. hearing footsteps. holding his head. The Doctor sits up. The Doctor frees Terellion. Ace reluctantly agrees to the logic of Olberan’s suggestion that they should split up to search the vast building. envelops the Doctor. They decide that the Doctor should be exposed to the Remote Globe. She finds the entrance to it in the corner of the master bedroom. not because she fears the globe but because the body bag is moving: it is being unzipped from the inside. but Ace remembers the security code that Olberan used and finds that it unlocks the door. however. He is outraged and wants a showdown. shouting over her shoulder for Olberan to stop shooting and follow her. upstairs. and gives a thumbs-down sign. Terellion fights back tears as the guards zip up the bag. Ace disagrees. sitting alongside Olberan. too. She takes the lift to the basement where she steps out into a dark room that is furnished as a study. Ace sets up the computer and manages to turn it on. Sendet is stunned. Ace opens the door at the other end. and not a moment too soon: as they return to the speedpod.’ she says to the blustering Olberan. Rambo. the guards round the villa begin to stir. Dark radiance from the Remote Globe. she will be found in the cellars. Inserting microcircuits at random. steals Olberan’s blaster and hands it to Ace.’ With Ace at the controls the speedpod. but the other party seems unsure what to do next. he says. She puts the wheel in her rucksack and. announces that the transfer has been successfully completed and calls for guards to put the Doctor’s body into a disposal bag. Olberan hacks into the security system to gain access to the grounds. explosions and blaster shots. A senator has almost been murdered. is about to move on when the gronkey demonstrates that the computer terminal is portable by lifting it out of the desk. Ace realizes that if they are merely stunned. after a rough start. The Doctor. Ace finds the computer’s memory store in the form of a wheel of microcircuits. There is a computer terminal set into a desk. agrees. The Doctor asks Ace where she’s driving to. he stresses. Ace takes it and returns to the lift. 17 . is not dead. which he says might be dangerous. Terellion overhears Sendet making a telephone call. says that is an excellent reason for going there. but he was able to escape from wherever the globe took his life-force. He comments that he has just had a remarkable experience that he wouldn’t recommend to anyone. She is sure that if the senator is imprisoned in the building. Olberan volunteers to descend into the cellars. Hearing Olberan approach. Ace’s gronkey reaches forward. she reviews the astonishing contents of Hortan Velid’s confidential files.DOCTOR WHO — TIME LORD Terellion accuses him of complicity with murderers. ‘I’m driving this bus now. Velid’s villa is even more grandiose than Terellion’s mansion. but Sendet tells her that the Doctor is alive. who still has the rescued gronkey with her. After telling Ace that using nitro-nine will attract too much attention. then it is likely that the Doctor.

and she takes the speedpod down. The largest cluster of buildings is next to the thin tower. it never entirely died. The Doctor replies by asking Ace to repeat the information she discovered about Velid’s expedition to the North Continent. Ace says that if ruined spaceship contains anything important. and it becomes clear that the settlement is inhabited: small squads of Starhome Guards look up from their tasks. aware that the unafraid other who joined it and then abruptly departed is returning in a way that the intelligence cannot comprehend. Hortan Velid.DOCTOR WHO — TIME LORD Ace pilots the speedpod northward over a vast ocean and then over an equally vast landmass covered with jungle. disarmed. they can only await capture. and not of human design. Olberan points out that even if it is true. as Terellion almost was. wave after wave of gronkeys swarm over the guards: they take horrendous casualties. As the craft lands. Olberan protests that they are wasting time. Ace’s gronkey returns to her and stares into her eyes. Terellion weeps as she 18 . Ace says there is nowhere to land but in the clearing. Above the globe is a metal hood suspended by a thick cable. The wall is a blank screen. She realizes that it is communicating with her telepathically: it is telling her that there is danger in the tower. Prompted by the Doctor. Squeezing through the gaps between ruptured storage tanks and smashed electronic circuits. thin tower: it is leaning and much overgrown with foliage. Olberan alerts the others to the sound of approaching speedpods: Velid has found them already. The Doctor pats the gronkey’s head and explains that he has an assistant navigator. The guards advance inexorably. perhaps centuries before the first human colonists arrived. Ace works out that the tower is in fact a spaceship. The expedition of which Sendet was a member found the tower and the source of power it contained — power for which the expedition’s paymaster. and surrounded. was prepared to kill. Ace remarks that her arrival couldn’t have been more obvious even if she’d radioed ahead. but the Doctor persuades them that they are safer in the old spaceship because Velid would not risk damaging the source of his power. who have never previously shown any capability of organized behaviour. He leads the way into the dark chamber. The Doctor. the Doctor and Ace realize they are surrounded: pinned down by blaster rays. windows. The intelligence becomes excited. The Doctor concentrates and images begin to appear on the screen. one of which is overseeing teams of gronkeys. that in Central City. They pause at a hole beyond which they can see only a black void. the Doctor is worried because he can do nothing to stop the guards radioing for reinforcements and he says he and Ace must move fast. the little party struggles upwards through the interior of the ship. The gronkey in the speedpod becomes agitated for the first time. As the speedpod circles over the endless rain forest. cannot be dissuaded from finding a way in. she says. Olberan and Terellion catch up with the Doctor and Ace at the base of the tower. Soon there are hundreds of faces surrounding the foursome. The Doctor says that they have been learning. they could spend years failing to find it from the air. Ace realizes they have reached a chamber that occupies the top of the tower. He points towards the jungle: there is a strangely regular clearing. and its insides consist of a maze of wiring ducts and hydraulic systems. Ace brings the speedpod down slowly. Olberan and Terellion refuse to be trapped inside the tower and would prefer to take their chances outside. Ace points out that the guards don’t need reinforcements. Halfway to the tower. Guards loom over the Doctor and Ace and take aim at point-blank range. staring alternately into the screen of the portable computer and the eyes of the gronkey. clearing undergrowth and digging trenches. Olberan and Terellion provide covering fire from the speedpod. The Doctor explains that although the ship has been there for centuries or millennia. however. There are no doors. He adds that Velid’s computer records contain references to a fortified camp in the North Continent. dishes and a thick cable that runs to the top of the tower. gangs of the creatures can be seen carrying boxes. rooms or corridors. Arranged in groups across the clearing are modern domes and huts. Ace’s gronkey abandons her and flees into the jungle. on which rests a black globe from which darkness seems to emanate. It seems that the dark green mammals have been pressed into service as labourers. It is immediately obvious that the building is not an ancient stone edifice: it is made of metal. As they run from the speedpod. They find a gap in the tower’s structure. but the guards are overwhelmed. The apex of the spaceship is a circular chamber with a conical roof. While the Doctor and Ace run towards the tower. At its centre there is a tall. each face is a moving mask of abject terror and anguish. The clearing is obviously not natural. Ace takes the little craft still closer. Velid’s opponents are probably being arrested and perhaps killed. At that moment the gronkeys arrive! Running silently from the jungle. the guards close in. in Pax and all over the South Continent. saying that they should all see the terrible truth of the basis of Velid’s new order for New Starhome. and from its roofs sprout aerials. It looks like a ruined temple of a lost civilization. The room is empty except for a pillar in the centre. and that the Doctor is taking them on a wild goose chase. Olberan leads Terellion in a rescue charge that proves futile and they are captured. The Doctor navigates. The two New Starhomers are amazed at the gronkeys. it must be in the empty-looking nose cone. The interior of the ship is damaged and the Doctor concludes that it made a forced landing on the planet.

hands over the weapon and says that he had always thought Velid’s plan were too grandiose. The Doctor introduces the others to the intelligence — the only surviving member of the crew of the spaceship. He congratulates the Doctor on the Time Lord’s correct assessment of the situation. a hideous alien figure takes shape. such as Terellion’s guest Marna. the new knowledge was instantly available to all the gronkeys on the planet. followed by Velid. he says. with no sign of intelligence. Terellion starts to say that the Doctor has already survived one such attempt. 19 . whispering that he has known for some time about Olberan’s deception. hoping thereby to smother reports of people seeing ghosts. The Doctor picks up the globe again and concentrates. sparks flash from the torn cable. With New Starhome completely under his control. Her gronkey leaps from her shoulders and swings from the hood above the globe. are confused. Velid has been able to use the accumulating power of the trapped intelligences to augment the strength of his guards and has campaigned for New Starhome’s independence to ensure freedom from Federation interference. Velid catches it in both hands and slumps to the floor as his life force drains into the globe. and Velid knew that someone would start asking difficult questions. including those working in the black globe chamber. His guards will be invincible. Ironically it was Velid who provided the stimulus: once the enslaved gronkeys at the spaceship site had been shown how to use tools and had heard human speech. Olberan shrugs. The Doctor disagrees. who turns the gun towards the Doctor. tossing the globe to Velid. Although they appeared uncommunicative. The Doctor’s motives had been to find out whether Velid had something to hide. and Ace realizes that the Doctor’s stratagem is about to be undermined. saying that gronkeys are intelligent. picked up a mental signal from a nearby human. one of a species that has no corporeal existence and which lives as collective consciousnesses. Ace disagrees. With a burst of blaster fire. The contraption crashes to the floor. After a struggle in which Ace and Terellion prove a match for the unaugmented youths. distracting her. He tells the Doctor that he has never relied entirely on the globe’s power and has had agents strategically placed for years. Ace. The Doctor. Voices are heard within the ship. Because the spaceship was so difficult to enter. gronkeys were trained to clean the black globe chamber. He speaks to the alien intelligence. but the Doctor says that there isn’t much point. catch!’ he says. Velid ignores the interruption and the Doctor picks up the globe. and to protect the gronkeys by diverting attention elsewhere. Velid and a contingent of his superhuman guards are ascending towards the chamber. the gronkey could not help becoming a conduit for that image -and thus Marna saw the ghost of her husband. ‘Here. Olberan picks up a blaster and points it at Velid. such as Terellion’s for instance. The Doctor explains that Sendet has been draining the life from his patients and transmitting the life-forces from the hospital in Pax to the black globe. Such sightings were occurring all over New Starhome. and he acted swiftly to ban starjade after the Doctor had planted hints that the stone might be responsible for the ghost sightings. The screen goes blank. The Doctor says that Velid had started to make mistakes: the gronkeys had forced him to press ahead with his plans too fast. Ace suddenly realizes how Olberan managed to break into Velid’s house so easily. He glances at Olberan. Ace’s gronkey leaps at Terellion. Velid will crush all opposition. Velid is still smiling. where it smashes into fragments. seen by the gronkeys in the spaceship. To Velid’s consternation. deprived of the source of their extra strength. None of this would have mattered but for the fact that gronkeys were being shipped to the inhabited South Continent as pets. he has an almost infinite supply of human intelligences with which to feed the black globe. She launches herself at him. The guards. Whenever a gronkey. Velid announces that the Doctor’s intelligence will be added to the pool of life forces within the globe. these gronkeys were in constant mental touch with their fellows in the North Continent. promising peace at last to it and to the hundreds of humans imprisoned with it: he drops the globe onto the floor. and why the tough off-worlder has proved to be such an ineffectual ally. Velid complains that Sendet assured him that to touch the globe was to die. but have an easy life in the rain forest and therefore no need of permanent settlements or toolmaking skills. such as that of Marna’s late husband. Terellion and Olberan don’t understand: they know that the gronkeys are mere animals. and he will go on to conquer all the worlds of the Federation and beyond. No one can stop him now.DOCTOR WHO — TIME LORD recognizes acquaintances who have recently died. Now that he is president of the independent planet. On the screen. Olberan and Terellion are held at gunpoint while Velid gloats about his victory. but the Doctor restrains her. but he adds that his plans are more far-reaching. Thus they saw the tortured images on the screen and became aware of the alien intelligence’s misery and confusion. He orders the Doctor to touch the black sphere. that resonated with an image. nothing happens. but the Doctor says that it’s just a ball. the guards enter the room. and therefore have the potential to develop very quickly if given the right stimulus. He pressed ahead with his campaign for independence. The Doctor tells Velid that the game is up. Olberan threatens to kill the Doctor. They communicate telepathically. and anyway dangerous for humans.

It is set in the far future and includes some standard science-fiction themes such as grounded spaceships. The Doctor agrees that it was a remarkable coincidence. as well as science fiction. Investigation usually reveals that the danger is far greater than was at first apparent. will find themselves presented with inexplicable goings-on that will require investigation. its plot depends on the interaction of well-rounded characters rather than merely on futuristic technology. A background theme of this nature is not essential. for instance. the Doctor and his companion arrive to find themselves in the middle of a nefarious scheme. a DOCTOR WHO story often has a cliff-hanger ending which is resolved by a combination of the Doctor’s remarkable abilities and his companions’ resourcefulness. And as usual. They leave the spaceship and the Doctor’s point is demonstrated: the guards are returning to normal after the sudden removal of their augmented strength and everywhere across the clearing gronkeys have recovered the guards’ weapons and are rounding up the dazed youths. The Doctor. When you create your own DOCTOR WHO adventures using TIME LORD. it is not clear what the villainy is or who the villains are. TIME LORD adventures will also show this form of construction: the players.DOCTOR WHO — TIME LORD Terellion says that it was just as well the Doctor arrived when he did. Like the best science fiction stories. The Necromancers could contain a commentary on the evils of colonialism. 20 . NOTES The Necromancers is intended to be a fairly typical example of a DOCTOR WHO story. as well as the reader. Depending on how it was written. adopting the roles of the Doctor and his companions and allies. and telepathy. As in The Necromancers . you will find that the players will become even more involved in their roles and in the plot if they believe that their characters are fighting a realistic injustice or a believable evil. as well as perhaps a certain amount of brute force. has to find out what is going on. foiling the villainy usually involves threats to the very life of the Doctor or. but adds that even without his intervention the gronkeys were learning rapidly from humans and might well have proved to be a formidable obstacle to Velid’s one-party state. DOCTOR WHO stories are often like puzzles: they have something of the detective story in them. to that of his companion. as is even more likely. Finally. or on the corrupting influence of political power. aliens. As usual. but it does help to add an element of realism and significance to a story that might otherwise seem fanciful or trivial. however. it should be noted that a DOCTOR WHO story is often more than just a science fiction adventure cum detective thriller.

DOCTOR WHO — TIME LORD PART TWO Role-Playing: What It Is And How To Do It 21 .

just a few seconds’ delay. Real acting. are marching across the flagstones towards the tower’s entrance directly below you. it is known as improvisation. hoping that the Doctor will be kept in the lower part of the tower and will survive the explosion. improvisation and role-playing are usually supervised activities bounded by a definite purpose and by rigid guidelines. Imagine yourself in this predicament. but you tell yourself it is only the effect of the biting wind that you can hear whistling through the battlements and the rigging of the aerial. The Doctor’s diversion has obviously failed: the Kysaran advance guard could send the landing signal to the main fleet at any moment. This technique is widely used by actors today. Every second counts. In order to understand the personality of the character he is representing. As you prepare to jump down to the courtyard. You look at your watch: six minutes to detonation. You try to steady your racing heart and your whirling thoughts. hopes to project a fully rounded personality on stage. you hear voices. Biting your lip. anonymous in blood-red power armour. After one final check of the crampons digging into the crumbling stonework. Without the transmitter. When children pretend to be hunters. they are play-acting. an actor imagines himself as the character in situations other than those that occur within the text of the play. and you have to decide now. so the transmitter has to be destroyed. the imminent explosion will finish him. how might he react if he were in mortal danger? And what would he do if the threat turned out to be only a practical joke? The actor. fighter pilots. yet they remain open-ended: the decisions of the participants decide the course of events. You can already feel the thrill of victory: there is enough nitro-nine packed into this bomb to blow apart the top half of the tower. the character blusters when threatened. the Kysarans’ Termination Fleet will be unable to make landfall. His hands are manacled. All of the role-playing explained so far involves an element of acting: the role-player moves and speaks in 22 . The Kysarans take him into the tower. and most drama students are taught it. A psychotherapist might ask a patient to imagine himself as someone else — his own father. rescue the Doctor and get him clear before the blast occurs? You have to decide what to do. but just one slip. As the above examples demonstrate. you have to hope that no one spots it during the next few minutes. Ten minutes should be plenty of time to reach the ground and take cover in the alleys of the ruined city. In these contexts it came to be known as role-playing. gladiators. The above examples are at the two extremes of a spectrum. The ladder that snakes up the tower above you is obvious evidence of an intruder. the message ‘COUNTDOWN’ flashes on the LCD. and you risk being blown to bits along with the tower. mums and dads. There is time — perhaps just enough time — to clamber up the ladder and stop the countdown. Peering through the battlements. You flip open the compartment on the side of the black cylinder and press the buttons of the timer. but nothing can be done about it now. such as psychotherapy and management training. Role-playing is semi-structured: the idea is to allow for spontaneity within a framework of rules. you lift yourself over the parapet. you see the courtyard below is deserted. you start to descend. two management trainees might be pitted against each other in a hypothetical setting. by imagining his character in such situations.DOCTOR WHO — TIME LORD Your fingers are trembling. When you reach the roof of the guardhouse. your feet flail in the air until they find the first rung of the rope ladder. with one of the Indians refusing to be gunned down and accusations from the cowboys about cheats who don’t take their shots. you have just taken the first step in role-playing! A BRIEF HISTORY OF ROLE-PLAYING Role-playing lies between play-acting and real acting. dramatic improvisation is useful in many other areas. on the other hand. you breathe a sigh of relief. In the twentieth century. So are adults who put on airs and pretend to be more genteel than they are. What would you do? Can you decide? You must decide! Have you decided what to do? You have? Congratulations. according to the script. Actors who put on costumes and pretend to be heroes or clowns are engaged in real acting. Have you enough time to follow the Kysarans into the tower. You press the red button. If. Actors were almost certainly the first people to use role-playing techniques. as it is when an actor performs the dialogue and actions of a play. with one playing the role of a personnel manager and the other that of a trade union official. he appears to be unconscious. Perhaps you should continue with your plan. is usually so structured that it is unchangeable. One final check: the canister is wedged securely against the control box of the transmitter and the timed detonator is functioning. Lying flat on the slates you peek over the edge of the roof: two gigantic Kysarans. If the Doctor is taken to the upper levels of the tower. Play-acting is unstructured and the rules of play are made up as the game progresses: children’s games of make-believe often degenerate into arguments. doctors and nurses. perhaps. jump to the ground and take shelter in the nearby ruins. As you hang by your fingers. Between them they are dragging a prisoner: the Doctor.

But as any writer of fiction knows. after all. one of the group acts as the supervisor. to give life to the individual heroes. role-playing can be a silent. Dungeons & Dragons was born. to a much lesser extent. and it became a cult hobby among teenagers and young adults on both sides of the Atlantic. and no definite objective except to create an adventure.DOCTOR WHO — TIME LORD character. no counters. thinking himself into a role — for instance that of Hamlet. generals and wizards who led the armies. a private investigator or a modern infantryman. the other participants thinking themselves into the roles of the characters involved. dwarfs. The earliest editions of this game revealed its origins as a cross between swords and sorcery fiction and wargaming with toy soldiers. a sword-wielding warrior. To avoid chaotic disputes about who is permitted to do what. but unless the transmitter is destroyed the planet will be devastated — what would Ace do? To sum up. were and are dominant within the hobby. who was an actor as well as a playwright. with more than a quarter of a century of television stories that provide a mass of background details and a wealth of characters. Books. At first it interested only a very few people: it was. DOCTOR WHO. quill in hand. Role-playing has become popular as an entertaining pastime. there was no board. They invented rules that allowed each player to make decisions on behalf of the individual characters in the game. It consisted of just three densely printed rule books. the game’s inventors wanted more: they wanted to be able to play the game at an individual level. and by the mid 1980s the hobby of playing games had become ingrained throughout the English-speaking world. villains and monsters. each adopts a role. the military set pieces were being ignored in favour of small-scale adventures in which a band of individual characters would brave the dangers of subterranean labyrinths. TIME LORD is a set of rules that enables a group of people to role-play the characters from the television series DOCTOR WHO: TIME LORD is the DOCTOR WHO role-playing game. 23 . Prince of Denmark — and then asked himself: what would Hamlet do when he realized that the funeral he was watching was that of his beloved Ophelia? Any novelist. he usually uses a set of established rules to control the session. putting himself into the personality of each of the characters in his plays without leaving his writing desk. television and films were an obvious source of inspiration for role-playing games and manufacturers were quick to produce tie-ins: a gamer can be a fictional spy in the game James Bond. Many hundreds of role-playing games have been produced. A group of friends gather together. soon. real life. Role-playing games. sedentary exercise. Commercially available role-playing games and the hobby of playing them have a relatively short history. The first and best known game was Dungeons & Dragons . elves and goblins fought across a fantasy world. a hobbit in Middle-earth. Having created a wargame campaign in which massed battalions of model humans. The game reached Britain shortly after it appeared in the United States in the mid 1970s. They tend to reflect the genres of popular fiction or. It is possible to imagine Shakespeare. or even one of the Beatles in a short-lived product entitled Yellow Submarine. uses exactly the same technique: Ace knows that if the bomb explodes the Doctor might die. and indeed any DOCTOR WHO scriptwriter. Other role-playing games soon followed. there are three elements in role-playing: a structure of rules and motivations that are supervised by one person. a member of a starship crew in Star Trek. Thus a gamer can play the role of an interstellar explorer. an unusual sort of game. and a story produced by the interactions of the decisions made by the characters. and they create a story between them. But its arrival coincided with a surge of interest in games of all types. He would have sat. is the ideal subject for a role-playing game. and their simplified offshoots of gamebooks and computer adventure games.

First. how long the game will last. they have a solid surface on which to rest their notes and to write. If he uses a ready-made adventure. no other special components are required. similar to one four-part DOCTOR WHO television story. too) the only equipment required is a supply of paper. EQUIPMENT The referee’s preparations and the imagination of the players are the most important extra components for a game of TIME LORD. The function of a role-playing game rule book is twofold. episodic epics. the referee may choose to treat it as simply one episode in a longer story: the game can continue. the book of rules is only one of many components: a role-playing game often consists of nothing but a book of rules. for ever. with the referee at the head of the table and slightly apart from the players. One of the most useful playing aids is a set of floor plans. and it is all that is needed apart from two ordinary six-sided dice. he will find his task relatively simple: he will be told how many players the adventure is designed for. maps. monsters and minor characters. can see and hear all the players. Apart from a copy of this book (which only the referee needs to have. TIME LORD works best with one referee and three or four players. will therefore be usual. pens and paper that are required for every game. quick-witted and resilient of referees. The referee devises in advance the setting and basic plot of an adventure. NUMBER OF PLAYERS In theory there is no maximum limit on the number of players that can take part. It is also difficult to gather the same players in the same place at the same time over and over again. Other equipment may be introduced at the referee’s discretion. Even when an adventure comes to an end. in theory. such as the Doctor or one of his companions. There are also space constraints on participants. a referee cannot be expected to come up with a continuous. HOW A GAME IS PREPARED It is up to the referee to decide in advance how many players there will be. DURATION OF A GAME A role-playing game need have no time limit. The referee. Second. and even models to help the players visualize the setting of the adventure. THE REFEREE AND THE PLAYERS The participants in a role-playing game are the referee and the players. roughly how long it will last.DOCTOR WHO — TIME LORD KEY CONCEPTS IN ROLE-PLAYING GAMES THE RULE BOOK In most proprietary games. because ideally all the players should be seated round the same table. pens and dice. if any. This book is the rule book for the DOCTOR WHO role-playing game. such as the one in Part Five. unending. The players take on the roles of the major characters. inventive storyline. and they can all see the centre of the table. pencils and paper to start creating and playing new adventures. The referee has a considerable responsibility. Once again there are practical constraints. but this takes time and requires considerable planning and some previous experience of the game. among them the participants’ need for sleep and sustenance. will be rare. along the lines of those linked series of DOCTOR WHO stories that last for an entire television season. each of whom controls one character. although each adventure will probably be designed for a specific number or a set maximum number of players. and he will have to prepare the adventure in advance of a game session. how difficult the adventure will be to complete successfully. these can be drawn in advance by the referee. One-off adventures. 24 . which are used to provide a visual representation of the rooms and spaces in which the adventure takes place. it provides background information and guidelines for creating adventures. he administers the game. meanwhile. and what equipment. It is more fun and more satisfying for the referee to create an adventure of his own. or he can use one of several types on sale in games shops. Under this arrangement the players can talk easily to each other. it furnishes a set of rules to govern the success or failure of the actions attempted by the characters played by the other players. and whether he should provide any equipment other than the dice. for the use of the game’s supervisor (known in TIME LORD as the referee). will be required. where the referee may want to place diagrams. It is easy for the referee to create a one-off adventure and find a group of players that can get together for one or two sessions of play. In any case there are practical difficulties: a game with more than half a dozen players will overload all but the most experienced. interprets the rules and plays the roles of the villains. although the players will find it useful to have copies.

which are used to represent the players’ characters. the game finishes when one of the players wins by eliminating all the other players. of course. It is suggested that players pick or are given companions who have travelled with the Doctor at the same time: a group of four players might choose to play Ian Chesterton. for instance. If the players are familiar with DOCTOR WHO and TIME LORD. Finally. Apart from the crucial business of keeping their characters alive and functioning. although the players will no doubt make their own notes. usually one for each character in the adventure. averting catastrophes and righting wrongs. All characters have beliefs and mannerisms that make them unique. Especially large groups can be catered for by bringing in irregularly appearing characters such as the Brigadier. The information provided in this way should not. Those characters that are played by the referee are called referee characters. or as elaborate as facsimiles of the very maps that the characters retrieve from the TARDIS’s data store. minor characters and monsters. their characters work as a team. Captain Yates and Sergeant Benton. sketches and maps. The referee describes the situation in which the players’ characters find themselves at the start of the adventure: the game begins as soon as the players respond by telling the referee how their characters react. Which characters are played depends on the adventure the referee has planned and on the number of players. A role-playing game is different: instead of competing. CHARACTERS Character is the general term used to describe any role that the referee and players of TIME LORD assume during an adventure: the Doctor. but in nearly all cases the key to success for the players is co-operation. The players do not oppose each other. and character sheets. Many role-playing games manage to combine the two aims. and the savage monsters or power-hungry aliens. all are provided and managed by the referee. describes the background of the characters. if they succeed. If the players fail. not about manipulating the numbers that are used to define his physical and mental prowess. TIME LORD is about playing such aspects of a character to the full. and look forward to that relaxing holiday that the Doctor has promised them on Florana. Barbara Wright and Susan Foreman in addition to the first Doctor. and the opposition is provided by the referee. THE OBJECTIVE In most games the players compete with each other. When carefully painted. the players co-operate to explore the setting and overcome the obstacles created by the referee. scribbled quickly to clarify a particular question. Metebelis 3 or the Eye of Orion. and makes sure that all the players understand their characters’ abilities and the basic principle of the TIME LORD rules: beat the difference. paper and dice. pictures. to both referee and players.DOCTOR WHO — TIME LORD Miniature figures. the adventure can commence immediately. the players’ objective in a role-playing game is usually one of two types: in some games the main objective is to collect booty and slaughter opponents. Suitable figures can be found at specialist games shops. The referee can also introduce characters he has created which a player can run during an adventure or even 25 . their characters may end up hurt or even dead. his companions and even enemies such as the Master and the Meddling Monk are all characters. exceed that which the players’ characters find out during the course of the game. Suitable groups are listed with the details of each Doctor in Part Four. The villainous plot or imminent disaster. when a skirmish takes place during an adventure. Such maps and charts can be as simple as a helpful scrawl. the referee explains how a role-playing game works. they can take satisfaction from a job well done. TIME LORD. a group of two players might choose to play Jo Grant with the third Doctor. Floor plans and figures are particularly helpful. He gathers together a supply a pens. while others are more like detective stories in which the players’ objective is to solve a mystery. to a gaming session. true to the spirit of DOCTOR WHO. the referee can provide maps and charts to help the players visualize the setting of the adventure and understand the relative locations of particular places. TIME LORD adventures involve the players’ characters in solving mysteries. miniature figures of metal or plastic can be minor works of art and add immediacy to any game. can be placed on the floor plans to give an instant idea of the locations and relative positions of the characters and their opponents. models. If not. or by accumulating a predetermined amount of play money. He prepares any other equipment that he thinks will prove useful to himself or to the players — for instance maps. He invites players. A player will generally play either a generation of the Doctor or one of his companions — an ordinary person who has joined the Doctor on his travels. HOW TO START PLAYING The referee devises an adventure or studies a ready-made adventure. does not encourage the players’ characters to take part in looting and pillaging. those adopted by the players are player characters.

especially those who are unfamiliar with role-playing. for example. Role-playing is like acting: some people are good at it and others are appalling. Such characters are ideal choices as new companions. In Delta and the Bannermen. so running away is always a good idea if the Daleks are still approaching. There are some basic tips to ensure your survival in a hostile universe: dodge and run! Most characters can out pace their pursuers. Characters should co-operate with each other most of the time because teamwork is vital to the successful completion of an adventure. dodge everything unless you are very competent in close combat. the Welsh girl Rachel — who had made motor bike maintenance a hobby — proved a useful ally to the Doctor.DOCTOR WHO — TIME LORD carry on playing in future adventures. If the enemy is in strength. in the TIME LORD game they can easily join the Doctor on other adventures. There are some splendid examples of bad acting in the television series. is a member of the Territorial Army might be tempted to have his character fight any alien that was encountered: such behaviour would be accurate if he were playing Sergeant Benton but would be out of character if he were playing Victoria or Nyssa. for example. surrender to buy thinking time. The enjoyment should come as much from playing a character well as successfully completing an adventure. Ace. TIME LORD is a game and is meant to be fun. in Battlefield and teamed up with her to find out what was going on. 26 . The most challenging way of providing players with balanced characters is to allow each player to assume an incarnation of the Doctor and to play an adventure like The Five Doctors or The Three Doctors. so a player who cannot throw himself into a role is hardly setting a precedent — in fact he is making an accurate contribution to the adventure! Players should use the descriptions of their characters provided in Part Four to help them imagine how they should act in a given situation. Shou Yuing. Fighting is dangerous. Yet conflict between characters should not be overlooked as a source of enjoyment: teasing or outright personality clashes are very much a part of DOCTOR WHO. A player who. This is the essence of a role-playing game. so get involved only if you can get the advantages of surprise or numbers. The player should not act in the way he would ordinarily react but in the way he imagines the character would respond. This solution is recommended only for experienced players: the Doctor’s mysterious nature and erratic genius makes him difficult to role-play well — having five Doctors around magnifies the problem tremendously! New players. once they are on top of you. Companions often make temporary friends during an adventure and these referee characters can temporarily become player characters to ensure that anyone who wants to play TIME LORD can be assured of a role. should not be daunted by the character they are given. made friends with a Chinese girl.

The excerpt has been configured as a solo role-playing game: you will play the role of one of the Doctor’s companions. HOW TO PLAY Before you start you should choose which character you want to play. Printed here are summaries of the character sheets of two of the Doctor’s companions: Tegan.DOCTOR WHO — TIME LORD SWITCHBACK A solitaire DOCTOR WHO adventure On the following pages you will find an excerpt from the DOCTOR WHO adventure Switchback. the possible actions of your character are almost infinite: if you were role-playing Jamie. which also have numerical values. the Australian air hostess. you will gain a good idea of how a game of TIME LORD progresses. There will be only one player — you — and therefore you will not experience the complexities that arise in multi-player games. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. Full details of these characters are given in Part Four on pages 84 and 76 respectively. 27 . As you play it. This Switchback excerpt has been adapted to use the TIME LORD game rules. Running 1 Knowledge: 4. Musicianship (bagpipes) 1 Equipment: dirk (edged weapon. Acute Hearing 2. or play the bagpipes. Each ability has a numerical value. or anything else that you decide Jamie might do. You will need two dice. The important thing to notice is that the two characters have different ability scores: Jamie has a higher Strength ability than Tegan. Marksmanship 2. Artist 2. Con 1. for instance. or run away. Jamie McCrimmon Abilities and special abilities Strength: 5. or dance a reel. have been made. you might decide that Jamie would attack. you will appreciate how these different ability scores affect each character’s actions. Striking Appearance 2 Equipment: laser cutter (counts as edged weapon. First Aid 1. providing you with information about your character’s situation and prompting you to decide what your character should do. TARDIS 1 Determination: 5. for instance. but Tegan has a higher Knowledge ability. and Jamie were to meet an unfriendly monster. too. Driving 1. Next to some of the abilities you will see special abilities. Marksmanship 1 Size: 3 Weight: 4 Move: 3. Wounds 4) Tegan Jovanka Abilities and special abilities Strength: 3. you will need to consult these character sheets while you play Switchback. there is no referee: the book controls the game. Within these limitations. the Highland piper. In Switchback. or pretend to faint. paper and a pen will be useful. Mountaineering 2 Size: 4 Weight: 4 Move: 3. Independent Spirit 1 Awareness: 3. Alongside each illustration you will find a list of the character’s abilities. Acute Hearing 1. The use of these numbers will be explained in the course of the game. Wounds 4) Make a note of this page number. Brawling 2. however. and Jamie. this extract from Switchback will introduce you to the concept of playing a character and to the basic rules of TIME LORD. If you play Switchback twice. Cheat Death 1 Control: 4. Edged Weapons 2. because there is no human referee to respond to the potential variety of your character’s behaviour. In a real game with a human referee. A few unavoidable simplifications. however. Cheat Death 2 Control: 4. your character will be offered only a few options. once as Jamie and then as Tegan. More significantly.

there is light ahead. if you are playing Tegan. rather than see. turn the page. turn to Module 14. If the result is equal to or less than the difference. so you will have to close with the Drekkar before you can attack it. add that number to your Knowledge to determine your total ability in this case. Subtract your Strength from 6. Suddenly you hear a noise: a familiar. with an aching head and shaking limbs. turn to Module 7. give yourself a pat on the back: beat the difference is the single most important concept in the TIME LORD rules. turn to Module 13. you should have worked out that your ability is 5. Rushing over to the central console. your understanding of technology. raucous grinding sound. Tegan must beat a difference of 1). turn to Module 11. Your Knowledge represents. The result is the difference that you have to beat in order to recover. If the result is equal to or less than the difference. You have taken 6 Wounds. Turn to Module 1. Subtract the lower number from the higher. If the result is greater than the difference. You must do something. and the control box cannot automatically control you in the way that it controls a Drekkar. Whether or not you succeeded in turning off the time rotor. You sense. You have wandered into a Drekkar control box: the device is attempting to overcome your will and make you subservient. Every task in TIME LORD is given a difficulty: stopping the dematerialization sequence has a difficulty of 6. leaving you in the TARDIS control room with strict instructions to wait until he returns. he has gone to explore outside. A ball of fire seems to engulf you. among other things. which is greater than your Strength ability: you are unable to withstand the assault on your nervous system and are thrown to the floor. so you can reach it. It has an Determination ability of 1. If you have the TARDIS special ability. He has decided that he has to find out where the TARDIS has landed. This value is known as the difference: Difficulty minus Ability (including special ability if applicable) equals Difference Now you must try to beat the difference (Jamie needs to beat a difference of 3 to succeed. Good luck! THE STORY SO FAR The TARDIS has stopped moving. You turn a corner and see an illuminated cubicle that looks something like a lift. The Doctor has tried without success to make his craft take off again. If the result is greater than the difference. if not. you wander into the darkness. and you have just learned how to use it. and you wait for the cubicle to start moving upwards or downwards. you fail to recover. think yourself into your chosen role. Instead. you stare at the bewildering array of flashing lights. you regain consciousness and. that you have wandered into a maze of corridors. You step into it without hesitation. The time rotor is moving — the TARDIS is about to take off! If it dematerializes without the Doctor on board. turn to Module 4. weaving and dodging as you move. Subtract your ability score from the difficulty (6) of the task you are attempting. Module 1 The Doctor has been absent for about half an hour and you are becoming very bored. Subtract the lowest number from the highest. a Drekkar’s Determination is lower than a human’s. although the Doctor has been unable to understand the sensor readings. In time. turn to Module 5. your Knowledge on its own is your ability score. Roll two dice. but you are powerless to avoid it. The blaster inflicts 6 Wounds. You eyes are not deceiving you. inert and unconscious. Now back to the adventure: if you managed to stop the time rotor. read The Story So Far and follow the written instructions. If you decide to hurl yourself at the creature and attack it. much to the Doctor’s surprise. your ability to operate the TARDIS should be 3 if you are playing Jamie. The viewing screen reveals nothing except darkness. Fortunately. With your hands outstretched you stumble towards the dimmest hint of light. It seems to have materialized somewhere.DOCTOR WHO — TIME LORD Now choose your character. A shutter descends behind you. if you failed. Module 4 The darkness is almost absolute. your body tries to recover. What is your Knowledge? Look it up on your character sheet. you become aware of a regular droning noise. you manage to switch off the time rotor. You must try to work out how to switch off the dematerialization sequence. Roll two dice. which with its Hypnotize special 28 . If you would rather advance on it cautiously. The TARDIS consists of very advanced technology. You lie there. Just so you know whether you are right. the light starts to pulsate. he will be stranded and you will be adrift in time and space. you fail. Module 3 Your weapon is suitable for use only in close combat. Using even a simple control requires some skill and knowledge. Module 2 You can see the pulse of energy expanding from the Drekkar’s blaster. with a view to attacking it later. Your Move is 3 and the Drekkar is about three metres away (a difficulty of 1).

The Drekkar topples slowly and silently. Module 9 You throw yourself through the door. You will find out later — perhaps — that the creature is known as a Drekkar. Roll two dice on behalf of the control box. You feel your willpower dwindling and shrivelling while your mind is filled with comforting thoughts of order and obedience. and the lights fade as every other circuit in the TARDIS seizes up in sympathy. so its total ability is its Control of 3 plus its Marksmanship special ability of 1: a total of 4. The time rotor accelerates relentlessly. The Drekkar has stopped moving. You do not wait to find out how quickly it recovers: you run into the darkness. Subtract 3 from your Determination: the result is the Difference that the control box has to beat. Suddenly you remember that the TARDIS cannot dematerialize if its doors are open. the Drekkar hits you. Make a note of these abilities: Drekkar Abilities and special abilities Strength: 2 Control: 3. turn to Module 2. so the control box has to beat the difference to subjugate you. only to find that the outside world is darker than the interior of the TARDIS. Subtract your Strength from the difficulty of 5 to produce the difference that you have to beat. the Drekkar’s shot misses you. If the result is greater than the difference.DOCTOR WHO — TIME LORD ability of 2 gives it a total ability of 3 when attempting to control you. You can see nothing at all at first. you cannot make the door budge. lumbering. the more confused you become. but only a little. suggesting that you are in a cavernous void. Turn to Module 18. Turn to Module 4. which in this case is 1. You run to the side of the room and throw yourself at one of the huge doors. Behind you. It moves. If the result is greater than the difference. but you still have to try to beat it and there is still a chance that you might fail. Now. Module 5 You simply cannot work out how to shut down the dematerialization sequence. This task has a difficulty of 5. The TARDIS is obviously on the point of dematerializing. metal-encased humanoid. Subtract this figure from the difficulty to find the difference that the Drekkar has to beat. Turn to Module 9. on behalf of the Drekkar. and subtract the lowest number from the highest. If the result is equal to or less than the difference. Your footsteps echo faintly. It has a Strength of only 2. Your Determination is higher than 3. If the result is greater than the difference. turn to Module 12. the difference is zero (5 minus 5 equals 0). If your Strength ability score is 5. turn to Module 10. Marksmanship 1 Size: 2 Move: 2 Determination: 2 Equipment: blaster (ranged weapon. trying to prevent it taking aim at you. It approaches slowly and you can make out the shape of a tall. turn to Module 6. Subtract the lowest number from the highest. you manage to push the door open. Wounds 6). The longer you gaze at the winking displays. Module 6 You cannot resist the power of the control box. landing with a crash on the metal floor. You squeeze through the half-open door. metal skin (counts as Armour 5) 29 . Look up your Strength score on your character sheet. Opening the door will be a real test of your strength. the time rotor slows and stops. You become a brainless slave. and therefore one successful blow from your weapon (which inflicts more Wounds than the Drekkar’s Strength) is enough to disable the large creature. destined to patrol the dark corridors of this hijacked interstellar colony ship — until and unless you are rescued by the Doctor. Subtract the lowest number from the highest. The floor sounds as if it is made of metal. Roll two dice. Turn to Module 19. Consult your character sheet and calculate this difficulty. Make a note of this value. Module 7 You zigzag towards the Drekkar. The Drekkar tries to shoot you: the difficulty of this task is your Size plus your Control plus the difficulty arising from the range. the occurrence of which is beyond the scope of this small solo game. Roll two dice. if the result is equal to or less than the difference. Module 8 The Drekkar is less impressive than it looks. try to beat the difference. then a light appears in the distance. If the result is equal to or less than the difference.

Just in time. it lifts some sort of gun and points it at you. for you have taken your character out of the erratically behaving TARDIS. ‘There you are last!’ says the Doctor’s unmistakable voice. calculate this difficulty. You feel your way through the darkness to the door. Turn to Module 19. and put my mind back into it. You would probably survive. however. And do hurry up about it. You hold your breath: the time rotor begins to slow. of your target which in this case is 2. Subtract this from the difficulty to produce the difference that the Drekkar has to beat to hit you. but can you penetrate the Drekkar’s armour-plating? The Drekkar’s metal casing has a protection value of 5. ‘What kept you? I’ve been trapped inside this mental imposition machine for at least ten minutes. Every circuit in the TARDIS is failing. Now run along. the Drekkar’s shot hits you. turn to Module 4. and make a note of it. as a Drekkar is quite large. Module 13 Your fingers stab uncertainly at the controls. at least for the time being. If you carry on running past the Drekkar and into the darkness. your sigh of relief turns to an exclamation of alarm. a passerby — to give you medical attention. turn to Module 2. Module 10 A bolt of blue energy from the Drekkar’s blaster flashes past your head. This is a basic combat situation and the difficulty of your task is calculated very easily: the difficulty is the Size. You have to find the Doctor. Turn to Module 9. but you can take no further part in this adventure. In a full game of TIME LORD you would be given further opportunities to try to recover and. Subtract the lowest number from the highest. but you remain unconvinced. you throw the door switch before all the power disappears and the doors inch open.DOCTOR WHO — TIME LORD You call out a greeting. When the Drekkar is about three metres away from you. You have only two choices: run (turn to Module 16) or attack (turn to Module 3). of course. If the result is equal to or less than the difference. turn to Module 15. The Drekkar’s total ability in this situation is its Control of 3 plus its Marksmanship special ability of 1. As it stops. You have no idea what is wrong with the TARDIS. encountered a Drekkar guard and successfully thrown off the effects of a mind-controlling machine. You can seize your chance to attack it or to run clear. but Jamie’s Edged Weapons special ability will add 2 to his total ability because he is using his dirk. but your weapon inflicts only 4 Wounds — less than 30 . and you are close enough now to hear its muted curse. Roll two dice on the Drekkar’s behalf. Your total ability is your Control plus any relevant special ability if you have one. there is always the possibility that the referee would arrange for someone — the Doctor. and that’s ten minutes too long as far as I’m concerned. the Drekkar. The lights are fading fast. a total of 4. you become aware of a familiar voice intruding into your mind. Turn to Module 15. If the result is higher than the difference. the Drekkar misses and you get your turn to attack. so there is no difference to beat: you automatically hit the Drekkar. Turn to Module 19. You present quite an easy target for the creature: the difficulty of its task is your Size plus the difficulty of shooting at the distance between it and you (1). He sounds distinctly peevish. Module 14 Your attempt to recover from your wounds has failed. Module 11 You hurl yourself towards the Drekkar without thinking about dodging. If you decide to attack. but you know you cannot repair it by yourself. (Tegan’s Marksmanship special ability will not help her to use a laser cutter.) Your total ability is greater than the Difficulty.’ Reuniting the Doctor’s mind and body is a task that takes us beyond the confines of this brief game. The weapon jerks upward in the creature’s claw. The control box is unable to overwhelm your will. The damage you inflict is equal to the Wounds rating of your weapon. find my body. As the mental pressure recedes. Congratulations are in order. or relative smallness. Consult your character sheet. Module 12 Persuasive images of order and obedience to a higher cause batter your brain. however. but there is no reply. but even as you charge you see a spurt of light from the muzzle of its weapon. Module 15 You try to strike the Drekkar.

Module 16 The Drekkar has a Move ability of only 2. If the result is greater than the difference. you should now be ready to play a character in a game of TIME LORD if you have read and understood everything up to this point. turn to Module 8. Module 17 No emotion shows in the Drekkar’s face as your weapon skids uselessly across the metallic plates of the creature’s armour. Part Three and Part Four of this book will provide you with a wealth of further information about the game and about the DOCTOR WHO universe. Don’t be put off by the number of calculations you have to do during Switchback: this is a solo game and you have to do the work of both player and referee. The result is the difficulty of the Drekkar’s task in hitting you. Subtract your weapon’s Wounds from the Drekkar’s Armour of 5. minus the difficulty caused by its movement (1) — a total of 3. All you would have to do is to roll two dice! A NOTE FOR BEGINNERS Even if you had never heard of DOCTOR WHO and role-playing games until you started reading this book. much of which will be very useful to you as a player. Will you try to dodge the next pulse of energy (turn to Module 7). If you were playing the character of Tegan or Jamie in a real game. This small extract from an adventure includes: the use of an ability to attempt a simple task. But don’t start rushing to design your own adventures just yet. Your Move ability is 3 and in this situation your Running special ability of 1 also proves very useful! You can easily outdistance the Drekkar. and frequent use of the basic rule of TIME LORD: beat the difference. Add your Size to the difficulty of firing at the distance between the Drekkar and you (now 2). recovery from wounds. The result (1) is the difference that you have to beat. or will you throw yourself into combat against the Drekkar in another frontal attack (turn to Module 11)? Module 18 You are trapped in the TARDIS and you cannot prevent it from dematerializing. If the result is equal to or less than the difference. your weapon slides harmlessly across the creature’s armour. using first one character and then the other. turn to Module 17. many examples of the effects of different abilities on the balance of play. however. your blow penetrates the Drekkar’s Armour. the Drekkar’s shot has struck you.DOCTOR WHO — TIME LORD the Drekkar’s Armour. and you know the TARDIS has come to rest. But if you play through this solo game a few times. Roll two dice. 31 . Roll the dice and subtract the lowest number from the highest. You will need a thorough understanding of Part Three and Part Four of this book. Otherwise the pulse of blue energy crackles harmlessly past you. A NOTE FOR PROSPECTIVE REFEREES By now you know the basic concepts behind TIME LORD. The Drekkar has to beat this difficulty of 3 to hit you. The Drekkar’s total ability is its Control of 3 plus its Marksmanship special ability of 1. turn to Module 2. the use of an ability to resist a mental attack. which is full of information for referees. Subtract the lowest number from the highest. Eventually the time rotor slows to a stop. close combat and ranged combat. Go back to the beginning and try again! Module 19 We have to leave Switchback at this point: if we printed the entire adventure there would be no room for anything else in the book. If the result is greater than the difference. You will just have to hope that the Doctor finds some way of rescuing you. which is a detailed exposition of the TIME LORD rules. but as it lumbers after you it takes a shot at you with its blaster. the relevant ability of your character and therefore the difference you would have to beat. It merely continues to bring its blaster to bear on you. turn to Module 4. Subtract this total from the difficulty to produce the difference — the answer should be 3. this adventure is at an end. the referee would know the difficulty of each task your character might attempt. But you could be anywhere in time and space. You find yourself staring into the smoking muzzle of the energy weapon. and then you should study Part Five. for the moment. whether you are playing Jamie or Tegan. you will find that you learn a great deal about the mechanics of playing TIME LORD. Now let’s plunge into Part Three.


In most cases. A special ability is an ability that enhances one of these eight common abilities: Marksmanship. the result of rolling 3 and 4 is 1. because their values are added to the appropriate common abilities instead of being used on their own. Control. however. It is the referee who needs to have a more thorough grounding in the system. 33 . Where TIME LORD refers to a common ability. however. aim to make the game as simple as possible: only two sixsided dice — the type that can be found in a game of Monopoly or Risk — are used. TIME LORD. and how to take turns before trying to learn the rest of the rules. He succeeds — in effect he beats the difference — if the result on the dice is greater than the difference between his ability and the difficulty. They indicate what he can or cannot do in terms of TIME LORD’s rules. that the referee may tell him to roll the dice just for dramatic effect: the player. who has sprinted off ahead of them across rough terrain. Tegan and Nyssa are trying to catch up with the Doctor. does differ from many games in that the dice do not always have to be rolled to determine whether a character’s actions succeed or fail. where 1 indicates a low aptitude for the subject and 6 indicates a high aptitude. There is a chance that the character may fail because he is attempting something that is beyond his ability. USING DICE Role-playing games can be complicated affairs. and his player does not have to roll the dice. To make it clear which value should be used. where the numbers on the dice are added together. He fails if the result is less than or equal to the difference. It is possible. Knowledge. the worst result is 0. but Nyssa is finding it tough going in her Traken court shoes.DOCTOR WHO — TIME LORD BASIC CONCEPTS TIME LORD is a simple yet sophisticated game that has a few basic mechanisms on which the rules rely. the referee will often ask players to roll the dice to determine whether their characters’ actions succeed or fail. The result of rolling 1 and 6 is 5. can largely make do with knowing only the few rules in this chapter. after all. BEAT THE DIFFERENCE The dice always have to be rolled if the character’s ability is equal to or less than the difficulty. and this value is known as the result. only the referee knows the difficulty and therefore the difference that must be beaten. TIME LORD uses the difference between the numbers. or have it explained to them by someone who knows the rules. Whenever the rules ask a player to beat the difference. does not know the difficulty he has to beat and rolling the dice introduces an element of doubt. how distance and movement affect game play. players should trust his judgment. so this chapter is still recommended reading! ABILITIES Abilities simply represent a character’s physical or mental capabilities. the referee needs to set aside time to read the rules at least once. They are confronted by a chasm that the Doctor has clearly jumped. it is one of the eight abilities that are common to all characters: Strength. and Tegan’s player decides they have to jump it to follow him. Whatever the character is doing is well within his ability to accomplish. Rules in subsequent chapters can be skimmed by players to glean some knowledge of the game’s workings. Tegan is coping admirably in her flat-soled air-stewardess’s shoes. Experienced role-players will probably find that much of the structure of the game is familiar to them. using many-sided dice in different ways to determine the outcome of events. only the value of the special ability on its own should be used: the value of the common ability is not added. Both dice are always rolled together and the result is always determined the same way. Each of a character’s abilities is assigned a numerical value. Move. He compares the numerical value of the character’s ability with the difficulty and makes a note of the difference. however. Players. The lowest number rolled is subtracted from the highest. TIME LORD uses total ability to indicate that the sum of a common ability and an appropriate special ability should be used. usually 1 or 2. it means the dice must be rolled to beat the difference between the character’s ability and the difficulty of the task he is attempting. The best result is 5. The rules of TIME LORD. however. Unlike most other games. Size. Special abilities typically have low values. Determination and Awareness. His player rolls the dice with the aim of beating the difference between the difficulty and the character’s ability. If the rules say special ability. In the course of the game. Weight. It is important to understand what is meant by abilities. how to use the dice. for example. He decides how difficult it is to succeed and assigns a numerical value from 0 to 10 as the difficulty. typically from 1 to 6. enhances a character’s Control in combat and First Aid enhances a character’s Knowledge when trying to heal an injured person. the result is 0 if a double 6 is rolled. A character whose ability is greater than the difficulty automatically succeeds. in which case they should feel free to play after only skimming the rules. Players and the referee should read this chapter carefully. judging from the scuff marks in the soil on both sides.

This distance is the range. for example. Areas do not have a fixed size or shape: the referee decides how big they are and can even choose to have areas of widely differing sizes and shapes. which he makes 5 in Nyssa’s case because he knows she is wearing unsuitable shoes. however. and has decided the relevant ability to use is Control. The distance to an object or a person in areas affects the difficulty when a character tries to use certain abilities. but Nyssa’s player needs to beat a difference of 1. could be represented by nine notelets arranged in the right shape. most areas will be about 3 metres by 3 metres — enough space for five or so people to move about and exist comfortably in. such as those about 10cm square used for telephone messages. Distance in TIME LORD is measured in areas. Objects in the same area. This is especially so if the characters get involved in a fight. Ludo counters or coloured pieces of cardboard. A nine-area location. benches or trees. not including the area that the first one is in. 34 . It also affects the chance of spotting something or someone concealed in an area. Tegan’s player has to beat a difference of 0 for his character to make the jump. Both characters have Control 4. takes them off. referees and players may find it more convenient to represent a location using a number of tear-off square notelets. Each square represents one area and in play is formed by using a square telephone notelet — or a beer mat! Barbara is at a range of one area from the Dalek. are at a range of 0. The referee should sketch a bird’s-eye view of the characters’ surroundings. especially if the characters are running across countryside. The scale does not have to be accurate. Sometimes. and is used in combat to modify the chances of hitting someone with a gun or blaster. Range is measured as the distance from one object to another. however. COUNTERS AND FIGURES Role-playing games such as TIME LORD do not have boards and can be completely played out in the imaginations of the players and referee. An area purely indicates a tactically important space. An area is best thought of as being similar to a square on the board of a game such as Monopoly or Risk. In buildings. The ideal ones are made of metal and are 25mm to 30mm high. and mark on key objects such as the TARDIS. objects in adjacent areas are at a range of 1. One area can contain a number of characters. tables. so Nyssa’s player now needs to beat a difference of only 0. Figure 2: Areas. can be placed on the plan to show indicate the position of each character and enemies such as Daleks. and leaps. Instead of drawing up a plan. such as plastic tiddlywinks. Ian is at a range of two areas from the Dalek. Ian is at a range of two areas from the Daleks. The area just groups characters together to indicate the proximity of one to another. The referee lowers the difficulty to 4. they contain lead and are not recommended for small children. therefore.DOCTOR WHO — TIME LORD The referee has allocated a difficulty of 4 to the jump across the chasm. More notelets can easily be added to a location to maintain a sense of distance. Figure 1 Figure 2 Barbara Ian Barbara Dalek Ian Daleks Figure 1: Eleven square notelets have been laid down in staggered lines to start a chase scene. When the referee draws up a plan of a location for the players he should divide it into areas. After Tegan successfully leaps the chasm by rolling a 3 and a 1 to get a difference of 2. more could be added to allow Ian and Barbara to run in any direction from the Daleks. DISTANCES TIME LORD uses neither metres nor yards to determine the distance between objects or the distance that characters can travel in a certain time. Barbara is at a range of four areas from the Daleks. Nyssa’s player decides that it is foolish to try the jump in shoes. Miniature figurines can be used instead of counters — there is a wide selection of different types and makes available from specialist games shops. just as one square on the board can contain a number of playing pieces. The notelets should be arranged so that each row of squares is staggered. Special features such as furniture or trees can simply be drawn on the notelets. however. Counters. Characters can move from one area to another during their turns: some characters may be able to move further than others depending on their abilities. it helps to have a visual representation of the action so that everyone knows where everyone else is and does not feel unfairly treated because they cannot see what is going on. all the plan has to do is allow players to envisage where they are. whether it is outdoors or indoors.

Most companions have the special ability of Running — most of them have plenty of opportunities to practise this skill in their adventures with the Doctor. A character with Move 3 who wished to travel five areas would have to beat a difference of 2 to succeed. is not the number of areas he can move: it is purely his ability to cover distance. but this requires phenomenal amounts of energy and is accomplished only slowly. He still moves in the direction he intended. however. Easy terrain includes open flat ground such as parkland. TERRAIN Not every piece of ground is easy going: long grass. stairs are only a minor handicap to the Doctor and his companions. pavements. If the player fails to beat the difference. but is assumed to have stumbled or tripped in his effort to move faster. The character may not have another action whether he succeeds or fails in his attempt to move further than normal. Each area of easy terrain has a difficulty of 1. mud. He would need to roll a difference of 3 or more on the dice. shingle beaches and bracken-covered or gorse-covered moorland. A character’s Move. stony ground of a typical chalk pit all increase the difficulty of moving. such as shooting a gun or evading an attack. Daleks. roads. Their actions and reactions to other people. Each research turn represents 15 minutes of real time. A character who travelled across two areas of even ground (difficulty 1) and one area of scree (difficulty 2) would face a total difficulty of 4 to get into the scree-strewn area. It follows that any character can move a number of areas less than his Move in a turn: a character with Move 3 can move up to two areas. however. such as scientific research or clearing away the rubble from rockfalls and cave-ins. 35 . Obstructed terrain has a difficulty of 2 an area and includes jungle. In TIME LORD. Work that takes a long time to accomplish. each area presents a difficulty of 1 to the character’s movement.DOCTOR WHO — TIME LORD MOVEMENT The distance that a character can cover in one turn depends on his Move ability. can levitate up or down stairs. overgrown woodland. If a character uses such a special ability it counts as his action for the turn. Research turns mark the progress of time during an adventure. hills. The effects of terrain are always cumulative. because some characters may find certain types of terrain more difficult than others. Some of these special abilities are added not to the character’s move but to the Move of a vehicle. although the First Doctor has Move 2 to account for the limitations of that particular generation. Conventional boardgames usually use a turn to limit what one person can do. water. Move works the same as any other ability. This counts as the character’s action for the turn. where progress is likely to be slow. a character who wishes to move three areas faces a difficulty of 3. A character who wishes to move a number of areas equal to or greater than his Move ability must beat the difference between the cumulative difficulty of the terrain and his Move. for example. loose sand. On ordinary. such as strong underwater currents or virtually impassable terrain. although it may take more or less time than that to resolve the actions which take place during such a turn. floors in buildings and open woodland. Each area that a character moves presents a cumulative difficulty. work themselves out without anyone having to tell the participants what they can or cannot do. and needs to regulate characters’ actions so that the players and the referee know what happens and when it happens: TIME LORD does this by using turns. An action turn represents the passing of only a few seconds — the exact amount of time is not important because any activities that take place in action turns are quickly resolved. Difficulties as high as this are usually assigned by the referee to represent extraordinary situations. scree and the rough. A character with the Driving special ability adds his Driving to the Move of. a car or motorbike to travel further than normal. a turn is used to determine what all the players can do in the same amount of time. Action turns are used to regulate hectic action such as combat or chases where the second to second decisions of the players and their opponents quickly change the situation. Such a character may still have an action in that turn. A character may have special abilities that enhance his Move ability. A character with Move 3 and Driving 1 would have Move 6 if he drove a Move 5 vehicle. however. A character who wishes to move from one area to an adjacent area faces a difficulty of 1. The difficulties given for terrain are only guidelines. play then passes on to the next person. Areas of terrain with a difficulty of 3 are rare. is regulated by research turns. In this way. TIME LORD is a game. TURNS Even a small group of people can cause an immense amount of confusion in real life if all of them decide to do something different at the same time. flat ground such as short grass or indoors. say. his character moves only the number of areas he could ordinarily travel without needing to roll the dice. There are two types of turn: the action turn and the research turn. Most humans have Move 3.

It is the referee who uses research turns to mark the players’ progress through an adventure and to determine when events happen. and the use of such an ability is called an action. It may be that the referee has to rule it is impossible for a character to achieve all that his player wants him to do in one turn. It is possible for a character to travel a limited distance — less than his Move ability in areas — and still use another ability. Their characters’ actions are predominantly of the moment. The referee decides when one turn ends and the next one begins. The players say what they want to do in a turn and the referee works out what this means in terms of actions. Each player says what he wants his character to do when asked by the referee. such as Control. the results are worked out and then applied simultaneously. or even to flee from an enemy before firing.DOCTOR WHO — TIME LORD Players will usually only be aware of action turns during the game. A character who wants to shoot someone uses his Control or Marksmanship abilities. one who wishes to analyse a plague virus uses his Science ability. such as the time that a bomb is due to go off or the point at which invasion fleet of an alien menace arrives. ACTIONS Each character can in general use only one ability during a turn. Running or Science. In this way it is possible for characters to close on an enemy and attack. 36 . Marksmanship. There is no set order of events in a turn. Most of the time it is possible to express what a player wants to do as the use of one of his character’s abilities. Movement is an exception to the number of abilities that can be used in one turn.

DOCTOR WHO — TIME LORD ABILITIES What a character can or cannot do in TIME LORD is determined by the abilities that define his physical and mental powers. the rules assume that most targets are the same size as an average person: Size 3. they are also a measure of his resistance to another character’s abilities. By default. and how quickly the character recovers consciousness or heals once he is wounded. The ability is not measured in pounds or kilograms. It determines how easy it is to physically pick up the character and whether the character will fall through fragile floors or set off weight-sensitive traps. however. When the Doctor explains a complicated scientific principle it is the character’s Knowledge ability that determines whether he understands the concept. with six being the best. Strength determines the length of time for which a character could keep running while pursued by an enemy as well as how long he could hold his breath under water. it also determines his defence against attacks from opponents. Weight and Move. Control is the ability used when a character has to leap chasms or climb trees or mountains. a heavily built human would have a Weight of 5. The ability is as much a guide to fitness as it is power. These rates of movement. Abilities represent a character’s muscular power and toughness. say Size 2 or 3. Particularly old or feeble characters may have a low Move to represent their frailty. Most human characters have a Weight of 4. A human has a Move of 3. might indicate a character from a primitive background such as medieval Europe or even Roman times. It is important to understand that the bigger a character’s Size ability. WEIGHT Weight is a measure of the mass of a character. need not have a high Knowledge because a character could come from a regressive background: the Doctor’s companion Leela. however. both species move at about the same speed. as does a Cyberman. is a savage yet is descended from technologically minded ancestors. The ability determines how accurate the character is at firing guns or striking with his fist or a melee weapon. A character with high Knowledge would typically come from a point in Earth’s future. however. A character from the future. Strength is the ability used to determine whether poisons take effect. where the Size of the opening is the difficulty of squeezing through. his powers of deduction and so on. STRENGTH Strength is the character’s muscular power. and the mental abilities of Knowledge. If the Doctor has to analyse the weakness of an enemy so that he 37 . Small adults and children. The ability is also a measure of a character’s endurance. The ability roughly indicates the type of civilization that a character comes from because it summarizes the experience a typical person from a particular time and place might be expected to have. An animal such as a horse has a Move of 4. Size. such as the twenty-first century. MOVE Move is the character’s ability to cover distance and is determined by the character’s species. are Size 4. the smaller he is: Size is just a measure of relative smallness. It is his ability to lift and push objects as well as to withstand injury and to damage opponents in hand to hand combat. Each ability has a numerical value of one to six. hand to eye co-ordination and whether the character is clumsy or articulate. would find it harder to pass through the narrow openings that small or slightly built companions such as Jo Grant and Ace could wriggle through. KNOWLEDGE Knowledge is a character’s ability to recall and understand information and to make sense of science and technology. It represents suppleness. for example. are slow. Abilities not only indicate what a character can do. his agility. The ability is mainly used to determine how easy it is to hit a character. Big people. Control. A small or lightly built human would have a Weight of 3. for example. so a character can be short and fat or tall and thin yet still have the same Weight. SIZE Size indicates a character’s height and build. a large adult would be Size 3. Determination and Awareness. All objects also have Weight abilities which determines how easy they are to pick up or carry. CONTROL Control is the measure of a character’s agility. The ability is typically used to determine whether a character can crawl through ventilation shafts or narrow openings. Eight abilities are common to all characters: the physical abilities of Strength. each value represents a broad range of mass. Low Knowledge. a human mounted on a horse would therefore be able to travel at the horse’s rate rather than his slower speed. for example.

Even by moving furniture she cannot quite reach the sill. When facing the Master. The challenge may be to build an electronic device to defeat an enemy or simply to leap a chasm that runs across the only route to a destination.DOCTOR WHO — TIME LORD can develop a gadget to exploit it. for example. The appropriate ability for this challenge is Control and the referee 38 . Marksmanship. for example. AWARENESS Awareness is a character’s ability to react to his environment. it is Knowledge that gives the characters a chance of remembering or thinking of such details. Indomitable Will is added to the a character’s Determination to resist attempts at hypnotizing him. Determination is used to decide whether a character is influenced by the words or actions of another character. Jo Grant is locked in a room which has a high window. or they can be unusual natural talents. It represents his ability to stick at something despite adversity. this chance of success or failure depends upon his abilities. Knowledge also is a character’s ability to believe or disbelieve in the improbable. it is a character’s Determination that enables him to resist being hypnotized or to remain unmoved by the Master’s entreaties. so she decides to jump up to get a hand hold. In effect he must beat the difference to succeed. Knowledge also provides inspired insight: when the characters have done everything they believe is necessary to overcome an enemy and the referee knows there is something they have missed. increases a character’s Control when he fires a gun. Guidelines on assigning difficulties are given in the referee’s section. The player has failed to beat the difference. He is trying to influence their behaviour. Determination is the ability that decides whether the character faces it bravely or is terrified by its presence. The character fails and must suffer the consequences if the difference rolled on the dice is less than or equal to the difference between the difficulty and the character’s ability. Special abilities will often indicate quirks of behaviour that can be highlighted. Cowards or natural survivors usually have a low Determination. it is the character’s Awareness that decides if he succeeds or fails. Great orators and diplomats would have high Awareness. High Awareness is also a characteristic of streettraders — people who are used to haggling about the prices of goods. It represents the character’s senses and his ability to communicate. If a character encounters a hideous creature. HOW TO USE ABILITIES Characters in a TIME LORD adventure will often be faced with challenges that they must overcome to progress further. There is a chance that the character may fail if the difficulty of the challenge is greater than or equal to his ability. OTHER ABILITIES Most characters have other abilities. These special abilities typically have a value of 1 to 3. someone who habitually carries lots of junk in his pockets might have the ability of Resourceful Pockets. Anyone who enters the TARDIS for the first time will find their Knowledge tested. in addition to the eight common abilities: special abilities represent extra skills or areas of knowledge that have been learned through hobbies. it is the ability to doubt. The ability of Marksmanship. sports and work. All abilities give the players information that can be used to develop the personalities of characters. Each one is a specialization of one of the eight basic abilities. The player whose character is attempting the challenge compares the character’s ability with the difficulty. a character has a chance of succeeding or failing in the attempt. a skill which relies upon his ability to interpret their mood and upon his communicative skills. The referee decides which of a character’s abilities is appropriate to a challenge and also how hard it is to accomplish: this is the difficulty. his Knowledge determines how long it takes him to solve the problem. whether by speaking or through writing or art. DETERMINATION Determination is a character’s mental resolve. called special abilities. Whatever the nature of the challenge. He succeeds if the difference between the numbers rolled on the dice is greater than the difference between the difficulty and the character’s ability. A special ability enhances the appropriate common ability when it is used. Determination is also the ability used to resist mind-controlling machines or to engage in psychic conflict. the value of a special ability is rarely used by itself. A character who is negotiating with other characters also uses the Awareness ability. would be appropriate for a character whose hobby is rifle-shooting or who had been in the army. The character automatically succeeds if his ability is greater than the difficulty: the challenge is judged to be easily within his ability. When a character is searching for a hidden opening mechanism for a door or is trying to identify whether a group of people in the distance includes friends or enemies. Awareness also gives a character the chance to hear an enemy or creature that is creeping up behind him. and the player must roll the dice to determine whether the character succeeds or fails.

Astrogation [Knowledge] Pilots of spaceships would be lost without Astrogation. A character with Astrogation knows how to use the advanced instruments necessary to set a course or to identify locations in space. The person playing Jo needs to beat a difference of 1 on the dice to succeed. the character has experience of handling animals such as horses. which gives her a total ability of 5 if she is held prisoner and tries to wriggle free of her bonds. A character with the Bargaining ability has an intuitive feeling of an object’s worth and has the negotiating skills to obtain the right price. Jo’s Control is 3. either by mimicking that person’s voice or by physically impersonating him. Jo has Escapology 2 and Control 3. Bargaining [Awareness] Bargaining is the ability to obtain a fair price for goods or services. which means the difference is 1. so a character with Animal Handling could be an exotic dancer whose act includes snakes! Archery [Control] Archery is the ability to shoot accurately with a bow. She does not use the Escapology value of 2 on its own because it is a bonus that is added to her Control. whether it is a longbow or a crossbow. one with Escapology could apply the ability if he were held captive and tied up with ropes. given time. teach them to do tricks: he knows an animal’s habits and instinctively knows how it will react in certain situations. Acting [Awareness] Acting allows a character to play the part of another person. however. is effective only if each person involved can communicate with the other. USING SPECIAL ABILITIES Sometimes a character will be faced with a challenge that is appropriate to one of his special abilities. Animal Handling [Determination] Whether as an animal trainer. a circus performer or a zoo-keeper. lions. although even a friendly. such as an assailant approaching stealthily from behind or the gentle hiss of knockout gas escaping from a container. Animals will regard such a character as friendly. The value of the special ability is added to the appropriate ability and the total is used to determine whether the character succeeds or fails. A character with Leaping. Bargaining. The common ability that each one enhances is given in brackets. Artist allows a character to draw sketches of objects or people which will be generally recognizable and of the right proportion. for example. Artist [Awareness] The Artist ability means the character can paint or draw well according to the concepts of art of his time. The bow’s Wounds rating is used instead of the character’s should an arrow hit its target. SPECIAL ABILITIES The special abilities listed here are those skills or talents most likely to be encountered or used by the Doctor and his companions. hungry predator can be dangerous. Acute Hearing [Awareness] Acute Hearing enables a character to hear quiet sounds that other characters might not notice. The ability extends to reptiles. Such a character could. The character has a second chance of making a gadget work using his Bench-thumping ability to determine whether he is successful. an advanced form of navigation that allows explorers to find their way around the universe. The character may have to dress appropriately to be convincing in the role. could use this ability to help him jump a chasm. It is not a skill that can be used on its own: anyone who resorts to Bench-thumping must first have tried to repair or make an object using an ability such as MacGuffin. Bench-thumping [Control] Anyone who can get a television set to work by hitting it or persuade a gadget to work by thumping the laboratory bench in exasperation has the Bench-thumping ability. tigers or elephants. 39 .DOCTOR WHO — TIME LORD decides that it deserves a difficulty of 4. Animal Empathy [Awareness] A character with the animal empathy ability gets on well with animals and can persuade timid ones to approach him.

DOCTOR WHO — TIME LORD Table 1: Common abilities and special abilities STRENGTH Cheat Death Iron Constitution Pain Resistance Quick Recovery Regenerative Powers KNOWLEDGE Astrogation Computing Cryptanalyis Cybernetics Detective Powers Electronics CONTROL Archery Bench-thumping Blunt Weapons Brawling Dancing Edged Weapons Escapology Fast Reactions Fisticuffs Gymnastics Juggling Leaping Lockpicking and Safecracking Marksmanship Martial Arts Mountaineering Sense of Balance Sleight of Hand Sports Stealth Thrown Weapons MOVE WEIGHT No special abilities Driving Piloting Riding SIZE Contortionism Running Sailing Swimming 40 Engineering Explosives First Aid History Law Linguistics Mathematics MacGuffin Mechanics Medicine Navigation Occultism Photographic Memory Poisons Pseudoscience Robotics Science TARDIS Temporal Science Transmat Wilderness Lore DETERMINATION Animal Handling Command Gloating Hypnotism Independent Spirit Indomitable Will Strong Passion AWARENESS Acting Acute Hearing Animal Empathy Artist Bargaining Bureaucracy Con Disguise Eloquence Gambling Intuition Keen Sight Musicianship Precision Refined Palate Resourceful Pockets Screaming Sensitive Nose Serendipity Singing Striking Appearance Tracking Ventriloquism .

it could also be used to misdirect people by persuading them that a source of danger is in a different place from its real location. such as salute or shoulder weapons. Bureaucracy [Awareness] Civil servants are masters of Bureaucracy: they are able to bamboozle ordinary people with the complexities of red tape and equally they are able to slice through bureaucratic restrictions to speed progress through the ranks of a large organization. Cryptanalysis [Knowledge] A character with Cryptanalysis is adept at formulating and breaking codes. Cheat Death enables a character to survive damage that would ordinarily kill most people. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. however. may not dodge in combat. With the right tone of authority it is possible that a character who shouts an order can convince anyone who is trained to obey commands to do as he wishes. Cryptanalysis might prove useful in addition. Whether the character is skilled at formal court dance of the 15th century. The Con ability might be used to convince security guards that the character is really a friendly agent in disguise. 41 . Brawling [Control] Brawling is the dirty tricks form of close combat where anything goes. 1960s go-go or 1990s house. A character can use Bureaucracy can be used confuse lesser bureaucrats by implying that he knows procedure better than they do and sending them off to do pointless tasks. Referees can choose to have the character solve a code by simply rolling the dice. It gives the character the skill to use improvised weapons such as chairs and vases at an ability higher than his Control: the character’s Brawling is added to his Control to give his combat ability. Contortionism [Size] Contortionism is the ability to make a character’s build smaller by dislocating joints and twisting the body to occupy less space. his peers at least will recognize his talent. A character with Strength 3. A character in this state. Cheat Death increases a character’s Strength when determining the number of Wounds that cause death. such as a club. for example. such as a replacement eye which would allow the character to see infra-red light. The ability allows a character to build cybernetic parts and devices which imitate other abilities. Cheat Death [Strength] A character with the Cheat Death ability is either lucky or has a strong will to live. Computing is also a character’s ability at cracking computer security. Con [Awareness] Con is the ability to pull the wool over other people’s eyes. Human scientists. Dancing [Control] A character with the Dancing ability can co-ordinate his movements to look graceful or at least vaguely with it on the dance floor. have also studied the subject. mace or walking stick. Cheat Death extends the range of Wounds at which a character is seriously wounded. the use of mechanical and electronic components to replace organic limbs and organs. or make the player solve it using his own brainpower with the help of a few hints to reflect the character’s Cryptanalysis ability. however. quarterstaff. one with Strength 3 and Cheat Death 1 can take 8 Wounds before dying. Computing [Knowledge] Computing is the ability to use computers to elicit information as well as to program them.DOCTOR WHO — TIME LORD Blunt Weapons [Control] The Blunt Weapons ability allows a character to use any blunt weapon. In effect. in combat. can take 6 Wounds before dying. Cybernetics [Knowledge] Cybermen are the undisputed masters of Cybernetics. Command [Determination] The ability to give orders is hereditary among nobility and is vital to army officers. Anyone who contorts their body using this ability has a Size equal to his usual Size plus their Contortionism. Players who have characters with this skill should try to think of clever manoeuvres to exploit an opponent’s weaknesses.

Eloquence [Awareness] Eloquence is the ability to use the correct form of address when negotiating with nobles. and a character with this ability will rarely put a foot wrong when addressing important people. Driving also allows a character quickly to familiarize himself with a strange vehicle. Escapology [Control] Escapology is the ability to escape from bonds such as ropes or chains. Fast Reactions would allow a character to strike another in combat and resolve the effects before his opponent had a chance to strike back: it breaks the rule that all combat is simultaneous. Electronics [Knowledge] Electronics is the ability to understand electronic components and circuits. Ace is the Doctor’s companion who knows most about explosives. It implies a knowledge of procedures. First Aid [Knowledge] First Aid is the commonsense application of life-saving techniques or medication to keep an injured or unconscious person alive or prevent him from getting worse. contortionism. A player whose character is told vital information may forget it during the course of the game: if the character has Detective Powers then that player should be reminded of this information when it becomes important again. It does not include the ability to sound like another person. what they do. make-up and clothes so he resembles someone else. although the Doctor usually frowns upon its use. The Master frequently disguises other people to resemble himself so he can make his getaway. the one with the highest special ability reacts first. it indicates that a character knows how to handle badly injured patients. Disguise [Awareness] Disguise is the ability to change a person’s appearance using masks. Engineering [Knowledge] The Engineering ability gives a character an understanding of the physical properties of materials such as metals. and how to build new ones or alter existing ones. it allows a character to assess how much time it will take for pursuers to cut through bulkheads or airlock doors. On an immediately practical level. When a character with Fast Reactions encounters another character with Fast Reactions. motorbikes. lockpicking and knowledge of knots so that the character is in the best position to escape from his bonds once his captors are no longer paying attention. axe or spear.DOCTOR WHO — TIME LORD Detective Powers [Knowledge] Detective Powers is the ability to notice tiny clues and to remember countless pieces of information which can later be pieced together to explain other characters’ motives and actions. It is also the ability to develop new types of explosive. jetbikes and hovercraft in difficult manoeuvres. Jo Grant learned Escapology as part of her training as a UNIT agent. plastics and ceramics and how such properties can be employed in construction. Fast Reactions [Control] A character with Fast Reactions can act before any character without this ability. stance and mannerisms so they are unlike his own or like those of someone else. The weapon’s Wounds rating is used instead of the character’s should the weapon hit a target. First Aid is the ability to bandage and splint injuries. Nitro-nine has proved usefully destructive at times. she developed her own. It combines subtle body movements. A character uses his total ability of Knowledge 42 . although even she found some knots were difficult to untie quickly. Edged Weapons [Control] The Edged Weapons ability allows a character to use any weapon with a cutting edge or stabbing point such as a sword. A character who wished to tilt the car he was driving so that it could pass through a narrow opening would need to have the Driving ability. for which a character needs Acting. nitro-nine. With this ability a character can effectively change his height. Explosives [Knowledge] Explosives is the ability to place explosive charges and bombs in the position where they are likely to do most damage. Driving [Move] Driving allows a character to control vehicles such as cars.

Gambling also gives a character a chance of noticing whether another gambler is cheating. Gloating [Determination] Gloating is a trait of cruel or evil characters such as the Master which exhibits itself when the Doctor or his companions are trapped or about to die. and remains in firm control of his mind. Only the character’s fists are used. Gymnastics [Control] A character with Gymnastics is supple and fit with a well-developed sense of balance.’ Independent Spirit [Determination] Anyone with Independent Spirit is not easily persuaded to do things against their will: although they may be asked or told to do something. The Doctor needed a spinning disc to hypnotize Aggedor on Peladon. Indomitable Will [Determination] A character with Indomitable Will is not easily overcome by hypnotism or even the ubiquitous mind probe. The difficulty of sensing something depends largely upon the extent to which it would affect the character. Gambling [Awareness] A character with Gambling is skilled at games of chance. Hypnotism [Determination] Hypnotism is the ability to dominate the will of another person or to put someone into a trance. Gymnastics enhances a character’s Defence against enemies’ attacks and improves his chance of leaping gaps or obstacles. Juggling [Control] The ability to juggle objects requires good hand to eye co-ordination. Independent Spirit increases a character’s resistance to Con or Command. A character using Fisticuffs inflicts Wounds equal to half his Strength. whether by luck or through an ability to cheat without being noticed. Its main use is for entertainment. and no dirty tricks are allowed! Fisticuffs allows a character to strike at an opponent and to block incoming blows. waiting behind a filing cabinet ready to attack the character. Someone may have been in a room before he entered or that person might still be there. A character with this ability may need the help of an object to hypnotize someone. The ability is added to Determination to resist the effects of hypnotism and so on. they will usually rebel and follow their own course of action. A character with Iron Constitution can also endure long walks or run for long periods without tiring. Fisticuffs [Control] Fisticuffs is a gentlemanly fighting ability: the character adheres to rules such as those formulated by the Marquess of Queensberry when he resorts to combat. the Master’s technique is simply to say: ‘I am the Master and you will obey me. The Iron Constitution ability is added to a character’s Strength whenever he has to resist the effects of wounds or poison.DOCTOR WHO — TIME LORD and First Aid to determine whether he successfully applies the techniques. but heals only an amount equal to his special ability on its own. but two characters with Juggling could accurately throw objects between them to confuse or annoy a villain. or they may be able to do it just through the power of words. 43 . giving his captives time to formulate a particularly cunning plan of escape. History [Knowledge] The History ability indicates that a character is well versed in events from his past: he can remember key dates as well as details of older civilizations’ lives. Iron Constitution [Strength] An Iron Constitution means a character can resist the effects of damage and poisons and cope with alien environments better than other people. A character with this ability may be compelled to gloat in such circumstances. Intuition [Awareness] A character with Intuition can sense when something is not quite right. for example.

Mathematicians are almost human in comparison with statisticians. It is invaluable when trying to set co-ordinates for the TARDIS or to calculate how long it will take to travel anywhere. Leaping [Control] Whether through athletic training or natural ability. technologically advanced locks need to be tackled by someone who is adept at Electronics or MacGuffin. the character is adept at leaping great distances. Should communication prove impossible. A character inflicts Wounds equal to his Strength when making a Martial Arts attack. however. Law [Knowledge] Law is the ability to understand and debate legal points and to present cases. a transformer and an assortment of electronic parts into a force-field generator. such a character may have to undertake research in a laboratory before he knows which drug will be effective. It may prove useless. Characters with Keen Sight. are discomforted by bright lights and they cannot see in complete darkness. In essence. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. chandeliers or tree branches. Gaping chasms present little challenge to such a character. enabling him quickly to knock out or disable opponents. and a player should try to make the one his character practises distinctive. 44 . The Doctor might use his MacGuffin ability to convert a transistor radio into a short-range radio transmitter or to convert a length of electrical cable. perfected Venusian Karate. If a patient’s condition is unusual or unknown. but a character with Mechanics understands them. Medicine [Knowledge] A character with Medicine knows how to use drugs or plants to cure diseases. Electronic. however. and provided that a character understands how a primitive or technologically advanced gun works he can apply his Marksmanship ability in combat. a character with the Lockpicking and Safecracking ability can open mechanical locks and break into safes with combination locks. With the right parts such a character could build an engine or repair one. inspiration and a grasp of the weaknesses of an enemy. If he wishes to only slightly injure an opponent he can choose to inflict Wounds equal to half his Strength. all guns work in the same way. It is rarely needed because many of the people that the Doctor and his companions encounter speak English. depending on the laws of the society in which a character with this ability finds himself. Linguistics [Knowledge] Linguistics is the ability to learn and understand languages. The character must have a tool of some type with which he can open the lock: it is impossible with only fingers. Linguistics allows a character to study and learn a language so that basic desires and intents can be expressed. Martial Arts [Control] Martial Arts is a specialized form of unarmed combat which allows a character to make deadly attacks with his fists and feet as well as to dodge and block incoming attacks. for example. It represents scientific knowledge. Mechanics [Knowledge] Engines and machines are complicated. MacGuffin [Knowledge] MacGuffin is the ability to build gadgets out of available parts to be able to defeat an enemy or get out of sticky situations. counter poisons or to speed healing and recovery. There are many types of martial arts. Mathematics [Knowledge] Mathematics is the ability to perform mental gymnastics with numbers and abstracts. The third Doctor. Lockpicking and Safecracking [Control] Whether equipped with a bent hairpin or skeleton keys.DOCTOR WHO — TIME LORD Keen Sight [Awareness] A character with Keen Sight can spot objects at a greater distance than other characters and has a greater chance of finding objects that can be located by sight. Marksmanship [Control] A character with the Marksmanship ability can shoot firearms or blasters accurately. who can also jump up to grab ledges.

The Quick Recovery ability is added to the character’s Strength whenever he tries to regain consciousness or makes a healing roll. K9’s use of this ability. Pseudoscience [Knowledge] Pseudoscience is the ability quickly to come up with convincing scientific arguments or explanations which either sound impressive or are accurate but confusing. He can also produce antidotes. Such a character appreciates good food and drink and can sense when something doesn’t taste as it should do. The ability is of no use if the character has succumbed to his wounds. piano or recorder. If the manner of travel is more advanced than that associated with the technology of the character’s time and space. Regenerative Powers typically allow repairs or healing to occur at the end of each research turn. Occultism [Knowledge] A character with Occultism knows about the white and black magic practices of witches. extends to repairing only his electronic circuits. he will find it hard to fly the vehicle. Piloting [Move] The Piloting ability allows a character to fly aircraft. such as guitar. Navigation [Knowledge] Navigation is the ability of a character to use the stars that are visible from his native planet to chart a course over land or sea. the character must be conscious to use it. Regenerative Powers [Strength] Regenerative Powers is the ability to self-heal or repair damaged parts of the body. A character with this ability should choose which instrument he can play. although he would undoubtedly be able to help another more skilled pilot. rooms. It increases a character’s chance of resisting the effects of wounds when they are inflicted. A character with a Refined Palate in ancient times would probably find himself employed as a food-taster. The Doctor once started to explain the Blinovitch limitation effect to Jo Grant about time travel in The Day of the Daleks. Pain Resistance [Strength] Pain Resistance is the ability to tolerate the effects of wounds and torture. Quick Recovery [Strength] A character with Quick Recovery heals or recovers consciousness faster than most people. Poisons [Knowledge] This ability indicates the character knows how to formulate or extract poisons. A character with Pseudoscience has the ability to baffle people with science.DOCTOR WHO — TIME LORD Mountaineering [Control] The Mountaineering ability indicates that a character can climb awkward rock faces and knows how to tackle easy ones using only handholds. Photographic Memory [Knowledge] Photographic Memory is the ability to observe and remember in perfect detail diagrams. Refined Palate [Awareness] A character who has a Refined Palate has an exceptionally well developed sense of taste. pseudoscience could have been used to come up with name of the effect and provide a brief explanation. 45 . It is purely a visual skill and does not imply an ability to remember names unless they have been printed next to a picture. rockets or spaceships. a Time Lord uses this ability to change his form to overcome massive tissue damage. Precision [Awareness] The character with this ability is uncannily accurate at judging distances. The ability also implies a familiarity with superstitions and old sayings. for example. faces. druids and the like. Pseudoscience can be made into a personality trait of a character: the Doctor would not explain that a piece of apparatus had blown a fuse without first declaring that the temporal feedback circuit had overloaded. angles and speeds. Musicianship [Awareness] Musicianship is the ability to play musical instruments. The ability to play one kind of instrument may be applicable to another: a character who could play the guitar should also be able to adjust to a lute. reams of secret plans and the shape and size of objects.

A character with this ability should avoid noisome locations and unwashed barbarians. Sleight of Hand [Control] Sleight of Hand is the ability to manipulate objects without being noticed: it is typically used to pick a person’s pockets. It can also be used to repair robots and alter their personalities. Its main purpose is to alert the Doctor that one of his companions is in distress. Jo Grant. A character may make a mistake or clumsily knock over something. yachts and windsurfers. have a Special Immunity to heat and a Special Immunity to cold. Screaming [Awareness] Screaming is the ability to make a noise that can be heard through miles of catacombs.DOCTOR WHO — TIME LORD Resourceful Pockets [Awareness] Resourceful Pockets is a character’s ability to find useful objects in his pockets. chemistry or biology. melodic singing voice which other people regard as pleasant to listen to. 46 . He has a strong. the Doctor produces a cricket ball for Harry Sullivan to throw at a panel. Cybermen. to palm small objects or even to cheat people at cards. It also allows a character to spur a mount to move faster. sometimes only partial. A character with Serendipity can make the find or be responsible for events leading up to it. or could be used to appreciate food and drink. tunnels or ventilation shafts. Science [Knowledge] Science is the ability to understand and apply the principles of the main sciences. although the extremes of either will ultimately affect them. for example. Robotics [Knowledge] Robotics is the ability to build and program robots as well as to understand how robotic minds think. Singing [Awareness] A character with Singing has received vocal training. The item need not be recorded on the character sheet: it is assumed that the character habitually carries an assortment of junk in his pockets. resistance to a type of attack or substance. or a type of energy. In The Ark in Space . such as physics. This might allow him to smell gas or chemicals before they can harm him. for example. Riding [Move] Riding is the ability to control and stay on animals such as horses with or without stirrups. Sense of Balance [Control] A character who has Sense of Balance is perfectly at ease on a tightrope or on a narrow ledge because their natural balance is so good that they are unlikely to fall. Serendipity [Awareness] Serendipity is the ability to make happy chance finds. Sense of Balance also allows characters to perform tricks such as spinning plates on poles or to run egg and spoon races with little danger of breaking anything. spilled a jar of powdered mushrooms over the Doctor’s microscope slides in The Green Death which led to the discovery that the fungus was deadly to a species of mutant giant maggots. more routinely it might be used to produce a small bag of jelly babies as required. Running [Move] A character with the Running ability is especially quick. saddles and reins. but original uses of this ability shouldn’t be discounted: Victoria’s screams were amplified to kill a parasitic weed in Fury from the Deep. Players may specify which sciences their characters are particularly adept at. Instead of moving normally he can opt to run: his Move is increased by the value of his Running ability. Sailing [Move] Sailing is the ability to handle small sailing craft such as dinghies. the character’s Riding is added to the animal’s Move. for example. although it may seem disastrous at the time the event does some good. Special Immunity [Strength] Special Immunity conveys additional. Sensitive Nose [Awareness] A character with a Sensitive Nose has a keen sense of smell. A character could be immune to the effects of a specific poison.

Ventriloquism [Awareness] A character with Ventriloquism can throw his voice to make it seem as if the sound comes from a source some distance away. Stealth [Control] Stealth is the ability to move quietly. and which large animals are dangerous. TARDIS [Knowledge] TARDIS is the ability to operate the TARDIS’s controls and. to hide in cover or to do both at once. this does not mean he can fully control it. animals and climate of his native environment. such as cricket. The ability also applies to rocks and other improvised weapons such as bits of furniture or ornaments. football or rugby. Striking Appearance [Awareness] Attractive or handsome characters have the Striking Appearance ability. those with the Swimming ability can swim well and cope with strong currents. Wilderness Lore [Knowledge] A character with Wilderness Lore is familiar with the plants. Characters without the TARDIS ability cannot do much more than open the doors of this time and space machine. Swimming [Move] Characters are assumed to be able to swim to a limited degree. Thrown Weapons [Control] A character with the Thrown Weapons ability can accurately throw weapons such as javelins. Strong Passion [Determination] A character with the Strong Passion ability has a strong emotional attachment for someone. If the object of their affections is ever in danger. The weapon’s Wounds rating is used instead of the character’s if the weapon hits its target.DOCTOR WHO — TIME LORD Sports [Control] A character with Sports should choose a sport at which he is adept. a companion with a pretty face might be more able to convince a security guard to let her pass. the more likely he is to survive. an instant form of travel by matter transmission. Temporal Science [Knowledge] Temporal Science is the ability to understand the theories and limitations of time travel. 47 . Tracking [Awareness] Tracking is the ability to follow the trail of a person or animal by identifying footprints or noticing clues such as broken twigs and bent blades of grass. the Strong Passion ability is added to the character’s Determination to give them extra mental staying power. In situations where skills learned in the sport could help the character. axes and daggers. Although a character may have the TARDIS ability. Transmat [Knowledge] Transmat is the ability to operate and understand Transmat. the sports ability is added to the character’s Control. Wilderness Lore means the character knows what he should and should not eat. and the greater his ability. to work out what is needed to repair it. which reptiles and insects are poisonous. Characters who are trying to spot someone who is hidden or moving stealthily match their Awareness against the character’s Stealth. when something goes wrong. This affects how other characters react to them.

the results are applied only after all characters have had a turn. PROCEDURE Each player decides what his character is going to do during the turn. That player’s character hits if he overcomes his opponent’s defences. as his action. n Move a number of areas whose difficulty is less than his Move ability (including any special abilities) and perform an action while evading or parrying an attack from one specified opponent. Few of the Doctor’s companions can come through more than a fist-fight unscathed. Only characters in the same area can attack each other in close combat. 48 . It covers attacks made by weapons such as Dalek guns. which is why they have such freedom to act in an area. n Try to move a number of areas whose difficulty is greater than or equal to his Move ability (including any special abilities such as Running) by beating the difference. stay in the same area and perform an action at an increased difficulty of 2. The character whose attack is being resolved is called the attacker. Leela’s abilities are Control 5. Although in all these options. It may be that some characters do nothing that is relevant to combat: they might choose to make use of other abilities. Close combat takes place between characters who are in the same area. her ability is 7 if she strikes with an edged weapon such as her knife. Both types of combat use the same procedure. the Doctor and his companions have no choice: they must resort to violence to get out of an awkward situation. could move and. There is one option that can be chosen during an action turn: n Abandon any previously stated intention. The referee decides which actions are resolved first. Her ability to attack in close combat is 5 if she strikes with her fist. All actions in one turn of combat are assumed to occur at the same time. attempt to reset the controls of a runaway machine. whether in primitive or technologically advanced cultures. n Stay in the same area and dodge any attack made against him. Someone armed with a ranged weapon can fire at a target in the same area or one typically up to six areas away. however. it is 6 if she shoots a crossbow in ranged weapons combat. It covers fisticuffs and swordplay. n Stay in the same area and perform an action while evading or parrying an attack from any one specified opponent. and the bows and thrown spears of primitive tribes. his opponent is the defender. Characters are assumed to be moving about rather than remaining stationary while they are in combat. it is known as the character’s Attack. Although each player will resolve his character’s actions in turn. Characters who are not involved in combat. may move about the same area or be engaged in other tasks at the same time. Edged Weapons 2 and Archery 1. Success largely depends on choosing the right moment to act. and attacking a creature that is armed with a powerful energy weapon is foolhardy. Sometimes. A character has five options he can choose from at the beginning of an action turn: n Stay in the same area and do nothing except recover from any wounds. it can also be an attempt to use any ability. An attack made in combat counts as the character’s one action for a round. whether in the form of a simple duel between two people or a confused melee that involves dozens of characters. This value may be enhanced by abilities such as Edged Weapons. Ranged weapons combat is fighting that takes place at a distance. he waits until the referee asks him before revealing his action. Such a character forfeits any right to attack or defend. There are two types of physical combat: close combat and ranged weapons combat. performing an action usually means attacking an opponent. The main difference between ranged weapons combat and close combat is the distance over which each takes place. in which case the total of his Control and his special ability is used. Her Attack is respectively 5. Whether this value is Control on its own or Control enhanced by another ability. however.DOCTOR WHO — TIME LORD COMBAT Fighting is a dangerous pursuit. but no attacks can be made using close combat on anyone outside that area. It is important to remember that only the player whose character is attacking rolls the dice. for example. 7 and 6. Within an area there are no restrictions on who can attack whom. the submachine-guns and rifles of UNIT troops. ATTACK AND DEFENCE A character’s skill at making attacks in combat is his Control. and keeps track of the results. Martial Arts or Marksmanship. The Doctor. The defender may also be referred to as the target when he is attacked by a character who is using a ranged weapon. Whatever the player decides to do.

2 Performing an action will often mean attacking an opponent. his Defence is the sum of his Size and 49 . A character who attacks and defends in close combat during the same turn can increase his Defence by parrying or evading one opponent’s blow. Sometimes a character will have more than one attack made against him. unless he has the Martial Arts ability. The basic Defence of a character against an attack is his Size. If the defender evades. the distance to the target in areas at the end of the turn is added to the target’s Defence. in which case the best option is to dodge all the attacks. A defender who parries has a Defence equal to the sum of his Size. stay in the same area and perform an action2 1 Ability — Defence in close combat Size Defence in ranged combat Size + Range — Relevant ability1 Size + Control1 Size (+ Control1 against a specified opponent) Size + Range + Control1 Size + Range (+ Control1 against a specified opponent) — Size Size + Range Relevant ability1 minus the number of areas moved Size (+Control1 against a specified opponent) Size + Range (+Control1 against a specified opponent) Relevant ability1 –2 Size Size + Range These abilities include any relevant special abilities. Control and ability with the parrying weapon. The Running special ability. Even a character who was going to attack can change his mind and choose to dodge should he discover that more than one attack is going to be made against him. A dodging character forfeits any right to attack but has a Defence equal to the sum of his Size and Control against any attack made against him that he is aware of. such as the Doctor attempting to reset the controls of a Zygodon machine using his Knowledge ability. This ability applies to any and all attacks made against the character in one round: Size is the inherent difficulty of hitting a person. can only evade. would be added to Move. but it can also mean attempting to use any ability.DOCTOR WHO — TIME LORD Table 2: Character options in an action turn Option — to be stated at the start of the turn Stay in the same area and recover/do nothing Stay in the same area and dodge all attacks Stay in the same area and perform an action2 while evading or parrying an attack from one specified opponent Try to move a number of areas whose difficulty is greater than the character’s Move1 by beating the difference Move a number of areas whose difficulty is less than the character’s Move1 and perform an action2 while evading or parrying an attack from a specified opponent Option — to be stated during an action turn Abandon any previously stated intention. He must use a weapon to parry an attack. an unarmed character. for example. In ranged weapons combat.

Size 3 and Edged Weapons 2. Leela fires a bolt from her crossbow and inflicts 4 Wounds against a Cyberman that has Armour 9. The total number of Wounds that a character receives. Her basic Defence against ranged weapons attacks is 3 if the attacker is in the same area. Leela’s Attack is 6 (Control 5 plus Archery 1). Leela inflicts 4 Wounds with her knife if she beats an opponent’s Defence. it is 8 if she evades. Her Defence against one close combat attack is 10 if she parries with a knife. Ranged weapons attacks can be evaded or dodged but not parried. Armour absorbs either all or none of the Wounds from an attack. The referee. her player would need to roll the dice to beat the difference between Leela’s Attack and her adversary’s Defence. It may be that he elects to resolve all the referee characters’ attacks before determining the results of the player characters’ attacks. The defender is automatically overcome if the number of Wounds inflicted is greater than his Strength. RESOLVING AN ATTACK A player who declares that his character is attacking waits until the referee is ready to resolve his action. are encased in an armoured shell that protects the creature inside from most small-arms. The metallic skin of a Cyberman makes it hard to destroy even when using a blaster. If the number of Wounds against the defender is equal to or less than his Strength. All the damage gets through and injures the target if the number of Wounds is greater that the protection of the armour. If she dodges her Defence is 8 and 10 respectively at those ranges. the character’s Size is his Defence against any other attacks. The effects of wounds are worked out direct if the defender does not wear armour. 50 . Leela has Attack 7 with her knife (Control 5 plus Edged Weapons 2). She could still make an attack and then choose to parry or evade one attack made against her. When a character hits an opponent in combat. She has Defence 8 against any attack made against her if she dodges. Any player whose character is making an attack compares the appropriate Attack with the Defence of the opponent. Leela’s abilities are Control 5. A parry or evasion can be applied to only one attack. such as a stationary Size 3 opponent at a range of 2 areas. not the players. which is expressed as Armour 4. Her player needs to beat a difference of 5 to get through the armour and wound the Cyberman. If the number of Wounds is equal to or less than the protection of the armour. She would automatically hit anyone who had a Defence of 6 or less. She inflicts 2 Wounds (half her Strength of 5 rounded down) if she uses her fists. the attacker must beat the difference between Strength and Wounds to overcome the defender.DOCTOR WHO — TIME LORD Control. A character feels the effects of Wounds only if they overcome his Strength. although the effects of this may not immediately be noticed. such as a dodging Size 3 opponent with Control 3 at a range of one area. The blow automatically hits if Attack is greater than the opponent’s Defence. because the range is 0 areas. EFFECTS OF WOUNDS Wounds always injure a character. for example. her Defence is 5 against an attacker who is 2 areas away. Bolts fired from her crossbow inflict 4 Wounds each. In ranged weapons combat using a crossbow. Against a target with Defence 7. If Attack is equal to or less than the opponent’s Defence. Against an opponent with a Defence of 7 or more. All the Wounds are inflicted if the protection of the armour is beaten. which is impossible because she can only equal that difference. the attacker needs to beat the difference between these values to wound the defender. then the character hits the defender if his player can beat the difference between Attack and Defence by the difference rolled on the dice. WOUNDS The amount of physical harm that any attack does to a target is measured in wounds. he inflicts a number of Wounds appropriate to the weapon he is using. Armour 8 and so on. The player and Leela learn the hard way that Cybermen are generally immune to arrows. ARMOUR Some of the Doctor’s enemies wear armour that may protect them from the Wounds inflicted by an attack. is always recorded whether or not he is overcome by them. The number of Wounds inflicted is compared with the protection of the armour. decides in which order any attacks are made. however. Her basic Defence against any attack is 3. She would need a difference of 2 or more on the dice to hit an opponent with Defence 8. Daleks. She would automatically hit a target with Defence 5. her player would need to beat a difference of 1 on the dice.

If both attacks fail. Grappling is resolved in the same way as hand to hand combat. The biggest target that an attacker can grapple is the chest and arms of his opponent. 51 . The base difficulty is calculated from the character with the highest abilities. by making an aimed attack at his enemy’s weapon arm. The person restraining him is assumed to be trying to prevent this escape. The character needs to beat the difference between his Strength and sum of the Strength. aiming to beat the weapon’s Strength in order to break it. This type of combat is used to capture opponents unharmed for questioning. whether a character is overcome or resists the effects. Whoever breaks free first while retaining hold of his opponent gains the upper hand. evading or dodging are simply techniques to get out of the way. Characters also have to aim if they have to shoot at partly obscured targets. The player states that his character is doing so as his action for a turn. the size of this target is used to determine the opponent’s Defence. An overcome character may be near to death or even dead depending on the number of Wounds he has taken. If he succeeds. Leela aims her crossbow at an enemy soldier who is shooting at her from around a corner. such as a guard crouching behind a crate and whose head is the only visible part of his body. If two or more people restrain someone. An area that contains more than five characters becomes crowded. SPECIAL RULES Combat is not always straightforward. the weapon is dropped but the defender is not injured. to restrain an opponent’s weapon arm. however. an aimed attack can be made at the opponent’s weapon itself. typically Size 5. His player should bear in mind. a Cyberman is especially vulnerable to gold items shot into the grille on its chest unit. depending on circumstances. Any character who is not overcome by his wounds can continue to act normally. No character may use a ranged weapon in a crowded area. Wounds are cumulative. Inventive players may come up with a special move that requires careful adjudication. although it may be better. neither character has a hold on the other. He should say which part of his opponent he is going to restrain. Control and relevant grappling ability of his captor to break free. Crowding Up to five characters can be in one area without impeding one another: anyone in such an area can act freely. Anyone who grapples has a Defence equal to his grappling ability. or might try to aim blows to disable or disarm opponents rather than kill them. If the Wounds inflicted beat the Strength of the opponent. If both attacks succeed. the characters are wrestling for an advantage. Aiming does not affect the procedure for combat: the Size of the specific part of the target is used instead of the target’s usual Size. A defender may use any defensive ability he feels is appropriate: parrying is interpreted as using a weapon to intimidate the attacker. rather than try to harm him. Sometimes two characters will try to grapple each other. Each resolves his attack as normal. near to death or dead. the attacker must beat the difference between his Strength and the defender’s Strength to restrain his opponent. such as fists. or natural weapons.DOCTOR WHO — TIME LORD A character who is overcome falls unconscious to the ground at the end of the turn. This determines whether the character is unconscious. except that the player states his character is going to grapple an opponent when asked to declare his action. He presents a Size 5 (head and shoulders) target to determine his Defence against Leela’s attack. If the grappling attack succeeds. A Dalek’s eye-stalk is vital if it is to see but is less heavily armoured than its body. Disarming An attacker can deliberately try to disarm an opponent. Grappling Few of the Doctor’s companions use weapons to attack opponents: they either indulge in fisticuffs or try to restrain or wrestle with an enemy. but may still resolve his attack if he has yet to do so. typically Size plus Control and an ability such as Brawling. each additional character adds one to the difficulty of breaking free. he may move or attack next round as normal. The soldier is Size 3 but presents only his head and shoulder as a target: the rest is of him is protected by a wall. Characters in a crowded area may use only short weapons. that the character is wounded and that further injury could easily result in death. Alternatively. and the total number of Wounds against a character should be recorded. such as knives. Grappling attacks do not wound the defender. although people outside a crowded area can fire at targets in that area. A restrained character with a grappling ability can elect to use this and his Control instead of Strength. Aiming Some creatures are too tough to be beaten in a straight fight and often the only way to defeat them is to attack a weak spot. A character who is restrained in this way may attempt to break free in subsequent turns.

the grenade would have landed in the same area as the Cybermen but exploded only next turn. A snapshot is equivalent to choosing the sixth action turn option: the character remains in the same area and abandons what he originally intended to do. restraining him and resisting any attempts to break free. Grenades Area weapons such as grenades or dynamite are not aimed at people. may fall short or even overshoot. The grenade still travels along the original line of fire it was intended to be projected along and explodes in its new area. The overall Attack of all five Cybermen firing at one target is 9. resulting in a Defence of 5. If one minus the result on the dice is zero. The Defence of a target in a group is increased by the number of the attacker’s friends or allies in that group. 52 . A negative number means the grenade undershoots by that many areas. The range is three areas. The character with the highest appropriate combat ability directs fire.DOCTOR WHO — TIME LORD Once a character has successfully restrained an opponent he can hold on to him. to his target. each with Control 3 and Marksmanship 1. A Cyber-lieutenant with Control 3 and Marksmanship 2 directs the fire of four other Cybermen. say by running across an opening. at a Raston Robot. perhaps one that is partly concealed by cover or one that must be disabled by shooting at a weak point. the attacker has hit the nearest friend. or can attempt wrestling attacks such as picking up his opponent and throwing him to the ground! The referee should flexibly interpret an inventive player’s wishes and work out appropriate difficulties. An attack that misses. The grenade lands one area further away than intended (one minus the result is plus one. which means it can direct the fire of five Cybermen — itself and the four it is leading. This is likely if a target comes into view only briefly in the round. Snapshot A snapshot is any ranged weapons attack that is made without preparation. Had he rolled a result of 1. The Defence of the attacker’s friend is immaterial: he is automatically hit in this instance. giving people in the area a chance to move away or even to pick up the grenade and throw it back! A UNIT soldier with Control 3 throws a grenade at a Size 2 area containing a group of Cybermen. therefore. a positive number means the grenade overshoots by that many areas. He has to beat a difference of 2 to succeed but rolls double 6 — a result of 0. rather they are aimed at a particular area. If the attack misses yet would ordinarily beat the unadjusted Defence of the target. adds one to this Attack. Shooting into melees Shooting a ranged weapon into a group of friends and enemies is a dangerous pursuit: the attacker is as likely to hit a friend as he is to hit an enemy. It is possible that once it becomes clear where everyone is moving that a player will want his character to fire at a different target from the one he originally intended. Any characters that are in the same area can combine the fire from the same type of ranged weapons. depends on the Size of the area (typically Size 2 for an area measuring 3 metres by 3 metres) and the range (as thrown weapons. up to a maximum of the fire-director’s ability. One minus the result on the dice is the number of areas away from the target area that a grenade lands if the attack misses. grenades have a maximum range of three areas). Each additional character. and his ability is used as the base Attack to hit the target. indicating an overshoot of one area). Group fire Soldiers use group fire with ranged weapons to stand a better chance of hitting a target. A snapshot could also be made to shoot at a target before it moves out of range. by line of sight. Regardless of the number of characters involved in group fire. the grenade still lands in its target area but it does not explode that turn: it explodes in the next action turn. the Wounds for only one hit is used to overcome the opponent. except that the difficulty is increased by two. however. The Cyber-lieutenant has Attack 5. The difficulty. still causing damage to people or property — this is only likely if characters with low ability try throwing a grenade at a range of 2–3 areas. The attack is resolved the same way as a normal ranged weapons attack.

53 . rapiers. are often sufficient to knock out an opponent for an action turn. Edged weapons A weapon with a sharp cutting edge or which has a point used for thrusting is treated as an edged weapon. they are more likely to be threatened by opponents that use them. Ranged weapons are used to attack opponents at a distance. teeth. One blow from any weapon is usually sufficient to seriously injure a companion or the Doctor. The referee and the players should be prepared to adapt to circumstances. There are three categories of close-combat weapons: natural weapons. feet. Edged weapons damage vital organs. The number of wounds that a weapon inflicts on an opponent depends on its category. Such a character may also attempt to deflect attacks as if he were trying to parry them. the Doctor and his companions may have to fight to survive or attain an objective. Close-combat weapons can be used only against nearby opponents. Weapons are divided into two categories: close-combat weapons and ranged weapons. Companions are often ordinary people who have just become mixed up with the Doctor’s travels. perhaps by the Doctor. any halves are rounded down. When an adventure reaches a sticky moment where only a fight will allow the Doctor and his companions to continue. however. Swords. axes and spears are all edged weapons. they are more likely to knock out an opponent when they hit. as Tegan proved in Earthshock when she grabbed a Cyberman’s blaster and capably blew away its colleagues. who might carry a revolver. either killing an opponent or knocking them out owing to the pain of the wound. There is good reason for keeping out of the way of weapons: they are dangerous. from carrying weapons. a medieval knight’s mace.DOCTOR WHO — TIME LORD WEAPONS The Doctor and his companions rarely use weapons. however. There are four categories of ranged weapons: thrown weapons. are best qualified to survive a fight. In the game they can be used to attack only opponents that are in the same area as the wielder. say. A club made from a tree branch.) A hard natural weapon is more effective: it inflicts Wounds equal to the character’s Strength. claws and horns are hard. Because blunt weapons inflict more wounds than most characters’ fists. chitinous mandibles. usually from zero to six areas away. blunt weapons and edged weapons. Unless companions have a good reason for being armed they should be discouraged. who would probably feel uneasy if he didn’t have his dirk. Like blunt weapons. An edged weapon inflicts 4 Wounds. Weapons are best left to those who are able to handle them skilfully. and Jamie. Blunt weapons inflict 3 Wounds. they are not mercenaries who plunder time and space while armed to the teeth. Attacks made with fists or feet do not usually injure an opponent sufficiently to kill him. In the course of their adventures. edged weapons inflict more wounds than a character’s fist could. Blunt weapons A blunt weapon is a weapon that does not have a cutting edge or a point that is used for thrusting. Characters such as the Brigadier. An attacker who hits his opponent too many times or who is exceptionally strong may well be capable of killing an opponent. Natural weapons can be either soft or hard: fists and feet are soft because they are fleshy. firearms and blasters. A Cyberman is an especially dangerous: its hard metal fist inflicts 6 Wounds — it is as lethal as a blaster. CLOSE-COMBAT WEAPONS Natural weapons Any attack which is made with a part of a creature’s body is made with a natural weapon: fists. a blaster or a rifle. The weakness of fist attacks is one of the main reasons why characters choose to use something better. A blow from a sword is quite likely to put down most human opponents: only someone who is heavily armoured or quite strong will be able to fight on. the butt of a gun or a household object such as a vase or a chair are all blunt weapons. such trained warriors will be more useful than someone who does not know one end of a blaster from another. A character who has the Martial Arts ability strikes with his hands and feet as if he were using hard natural weapons. A soft natural weapon inflicts Wounds equal to half the character’s Strength. (A Strength 1 person would inflict 0 Wounds. The wounds inflicted. The threat of being hit can prove more effective than actually striking or firing at a character. bows. Soft natural weapons may not be used to parry attacks other than those made by soft natural weapons. teeth and claws are all natural weapons. such as a sword. They are unlikely to kill most opponents because they inflict fewer wounds than. There are always exceptions. although this would not damage anyone. however. His attacks inflict Wounds equal to his strength. the dice should still be rolled to determine whether the weak blow knocks out its target.

although many of them are prepared to pick up a gun and use it if necessary. giving it a maximum rate of fire of one shot every two action turns. although an especially powerful bow might have a range of six areas.DOCTOR WHO — TIME LORD Table 3: Close-combat weapons Category Natural weapons. The category includes daggers. Light thrown weapons inflict 3 Wounds. FIREARMS It is unusual for the Doctor’s companions to carry firearms. javelins and boulders. A light thrown weapon is usually no more than a foot or so long. hard Blunt weapons Edged weapons Wounds 1/2 x Strength Strength 3 4 Table 4: Ranged weapons Category Blaster (alien) Blaster (Earth type) Bows Light thrown weapons Heavy thrown weapons Pistol Revolver Rifle Shotgun Submachine-gun 1 The Range (areas) —1 —1 5 3 3 4 4 —1 4 —1 Wounds 8 6 4 3 4 5 5 5 5 5 or 6 range of these weapons is in effect limited only by the difficulty of the target and the skill of the user RANGED WEAPONS Thrown weapons Missile weapons that are held in the hand and hurled at their target are thrown weapons. the best defence is to run away. Yates and other UNIT soldiers would typically carry guns in the Doctor’s TARDIS. throwing knives and small rocks. Bows Bows and crossbows have a maximum range of five areas. It takes an action to string an arrow for a long or compound bow. Close-combat weapons. but they would probably feel uncomfortable without their weapons! Guns are also notoriously ineffective against creatures such as Daleks or creations of antimatter. An arrow fired from a bow inflicts 4 Wounds. heavy thrown weapons inflict 4 Wounds. Only the Brigadier. Guns should be treated more as a threat: they are often used to intimidate at close range. giving it a maximum rate of fire of one shot every three action turns. spears. rocks and household objects such as vases or other ornaments. soft Natural weapons. Although a firearm is easy to use. The category includes daggers. it is complicated by the mechanisms and loading procedures that different designs have necessitated. Benton. blasters and bows are simple compared with firearms. Most 54 . A crossbow requires two actions to cock and load. A heavy thrown weapon is either long or bulky: the class includes spears. There are two types of thrown weapon: light and heavy. Thrown weapons have a maximum range of three areas.

A submachine-gun set to automatic fire can attack either all the targets in an area — it cannot discriminate between friend and foe! — or one target. It takes two actions to reload a muzzle-loading pistol. A submachine-gun inflicts 5 Wounds on each target when it is set to single shot or used to fire into an area. The term embraces flintlock pistols. can be reloaded as one action and is then ready to fire two shots. Pistols. a maximum of three bursts can typically be fired using the same magazine. and submachine-guns typically have 30-shot magazines.DOCTOR WHO — TIME LORD characters in TIME LORD should be able to pick up a gun and fire it. Soldiers in UNIT or from the time of the English Civil War or the French Revolution would typically be armed with a firearm of some type. Different cultures in the 55 . A magazine or revolver with up to six shots capacity takes two actions to reload. The first determines how long it takes to reload a gun before it can be fired. The fastest rate of fire possible with a flintlock pistol is one shot every three action turns. however. A firearm is a small gun that uses an explosive charge to fire a bullet. increasing the damage done. Referees who wish fully to detail actual weapons should feel free to do so. GUN TYPES Submachine-guns Submachine-guns can be set to fire single shots or in bursts. A submachine-gun set on automatic and used to fire at only one target inflicts 6 Wounds. LOADING MECHANISMS Muzzle-loaders Early firearms are loaded by inserting the gunpowder charge and the bullet in the muzzle of the gun and ramming them down to the breech. Firearms are classified according to their loading mechanism and their power. It shoots powerful bolts of energy which are capable of damaging steel and concrete. Revolvers. Muskets increase the difficulty to hit a target by 1 because they are inaccurate. revolvers and shotguns All pistols. one after the other in different turns: its rate of fire is two shots every three action turns. Breech-loaders Breech-loading guns are faster to reload than muzzle-loaders. BLASTERS A blaster is a firearm with a short range but devastating effect. pistols and rifles typically have six-shot magazines. A double-barrelled shotgun. the only important information is how many rounds a gun can fire before it runs out of ammunition. other magazines take two actions for every six shots they contain. Most of the time a referee need not worry about the time it takes to reload such guns. Rifles and muskets A rifle or musket inflicts 5 Wounds. whether they are able to reload it or understand how it works is another matter. muskets and rifles. All guns can be used as makeshift blunt weapons in hand to hand combat. A submachine-gun set to automatic expends 10 shots in a burst. automatic pistols and submachine-guns can be fired each turn until their ammunition runs out. the second determines the number of Wounds that a gun inflicts. revolvers. and three actions to reload a muzzle-loading musket or rifle. but longer to reload a magazine or to reload a revolver. revolvers and shotguns. weapons used by soldiers in some of the most violent conflicts of Earth’s history. This time-consuming process gives them a slow rate of fire. All breech-loaders take one action to reload. Single-shot setting increases the difficulty to hit a target by one. inflict 5 Wounds and have a maximum range of four areas. regardless of the ammunition used. It takes one action to replace a magazine with a fresh one. He would. Shotguns are classed as breech-loading guns. Even the Daleks had recourse to a machine-gun when their blasters failed them on the energy-draining planet of Exxilon. roll three times to hit three targets. for example. The attacker rolls to hit each target in the area into which he is shooting. Guns with magazines Rifles with magazines. it is one shot every four action turns for a musket. which gives them a maximum rate of fire of one shot every two action turns. a single hit is enough to put down most opponents. Blunt weapons or brawling abilities are appropriate to this use: any gun used this way inflicts 3 Wounds. revolvers.

This is enough to seriously injure or kill a typical opponent. although a heavily armoured target such as a Dalek or Cyberman may completely escape damage. Most Earth soldiers’ blasters inflict 3 Wounds when set to stun. A suggested Wounds score is 12. all targets in the secondary zone of effect are attacked at half this value. body armour always counts against any attack against the wearer unless that attack is aimed at a part of the body that is not covered by the armour. Explosives and grenades attack not only the area they are detonated in but also adjacent areas. Full armour is heavy and restricting: the Move of any creature or person wearing it is reduced by 1 unless the armour forms part of its natural skin or an in-built part of its mechanism. The Thrown Weapons ability governs their accuracy when they are thrown into an area. A Greek hoplite’s skirt and cuirass. some of which have built it into their very form. Referee’s notes on explosives. They can also be aimed at an area. an arm or the head. half maximum Wounds in the secondary zone of effect. A blaster that is set to stun inflicts half the maximum number of wounds it is capable of doing. Ice Warriors and Cybermen. Most Earth soldiers’ blasters inflict a maximum of 6 Wounds. Soldiers from 21st century Earth and beyond use lasers that use the energy of light. however. Although it may sometimes do no more damage than more primitive weapons such as UNIT’s rifles. When a blaster is set to kill it inflicts the maximum number of wounds it is capable of doing. ARMOUR AND SHIELDS Although neither the Doctor nor his companions have much use for armour or shields except as part of a disguise. inflict 6 Wounds on every person in the same area and 3 Wounds to anyone in an adjacent area. GRENADES AND EXPLOSIVES Area weapons such as grenades. grenades and areas of effect appear in Part Five. including grenades and bundles of dynamite. all blasters are treated the same way in TIME LORD. There are few weak points in a suit of full armour: those that exist are limited to eye-slits and the inside of joints. This is usually sufficient to lightly injure a typical opponent and make him fall unconscious. Full armour always counts against any attack against the wearer unless that attack is aimed at a weak point. body armour and partial armour. All targets in the primary zone of effect of an explosion are attacked at the full Wounds value of the explosive. in which case the explosive shell inflicts 6 Wounds to targets in the area of detonation and 3 Wounds to targets in adjacent areas. their warlike enemies make frequent use of these defences. its flexibility more than compensates. sticks of dynamite and cans of nitro-nine need special mention.DOCTOR WHO — TIME LORD universe have developed blasters which use different forms of energy. Most explosives used in a quantity capable of being thrown. There are three categories of armour: full armour. It is the type of armour worn by Earth’s medieval knights and alien species such as the Daleks. depending on their power. Larger quantities of explosives inflict proportionately more damage. The zones are calculated the same way as those for explosives in Part Five. Apart from these differences and some slight variations in performance. HEAVY WEAPONS It is unlikely that any character will use more powerful weapons than the hand-held weapons outlined here. rounded up. say. UNIT troops frequently resort to bazookas to deal with alien menaces. the Explosives ability is used to place them accurately for a controlled explosion or for demolition work. These weapons have a range of 6 areas and inflict 8 Wounds if they hit. Most soldiers set their blasters to kill. Like full armour. Sea Devils’ weapons use heat. Blasters are personal weapons with a limited range. Primitive societies have more use for armour than advanced ones simply because their ancient weapons are more likely to be deflected by armour: there are few suits of armour that can withstand gunfire and still be practical to wear. whereas Daleks have gunsticks which rely on nuclear energy. Body armour would not count against a blow aimed at. A soldier would be equipped with a blaster in much the same way as he would receive a sword or axe in ancient times. which would inflict 6 Wounds in the secondary zone of effect. The Daleks and the Cybermen have both harnessed the properties of alloys and metals to create armour that is tough enough to withstand the firepower of the races they seek to dominate. typically inflicting the maximum number of Wounds to targets in the primary zone of effect. a knight’s hauberk and a policeman’s bullet-proof jacket all count as body armour. 56 . which makes the threat of a hit an unpleasant proposition for a character. Nitro-nine is more effective: one can inflicts 7 Wounds to targets in the area of detonation and 4 Wounds to targets in adjacent areas. Body armour covers only the wearer’s torso. Shells from field guns and the like can be improvised in their effect: they are area weapons with an even greater radius of effect than grenades. Yet strong armour is still used by technologically advanced species. Yet the blaster is far more flexible as a weapon: it can be used to hit targets at a distance and it can be set to kill or stun opponents. Full armour is an all-encasing suit of armour that protects its wearer from top to toe.

but also includes leather jerkins and biker’s leathers. Leela’s armour does not protect her if an attack hits one of these areas. Soft leather is Armour 2. sleeves. It is typically worn as padding beneath metal armour. Flexible metal armour comprises linked rings of metal or small scales of metal sewn to a leather undercoat and is commonly known as mail or scale armour. If the attacker fails to beat the difference between Wounds and Armour. A buckler increases the difficulty by 1. the tin hat of an English Tommy from the First World War or a Gallifreyan guard’s headpiece it is a useful defence against a sly attack from behind. Tough leather is Armour 3. Armour 3. It counts as plastic-fibre armour but with the ability of Special Immunity 1 against laser light. however. Leela’s durable leather clothing is the equivalent of tough leather body armour: she has Armour 3 covering her chest and abdomen. Primitive armour Padded cloth is the most basic type of armour and affords little protection. making it a far harder target to hit than Leela as a whole. They are effective only against attacks from the front and shield side that the wielder is aware of. Padded cloth is Armour 1. Overlapping plates of metal provide flexible joints in full suits of this type of armour. in effect making it Armour 6 against lasers. 57 . it has no general effect against attacks. unless they choose to make an aimed attack at her head. Armour 8 and so on. leggings. his blow does not injure the defender: the armour has deflected or absorbed all of the damage. plastic-fibre armour does not reduce the Move of its wearer. does have its uses: it protects vulnerable parts of the body from disabling attacks and allows anyone wearing body armour to reduce the number of vulnerable points. where the number is the difficulty that must be overcome by the Wounds inflicted by the attack. Leela could also add any benefits from dodging or parrying to her defence. Anyone attacking her has to get through this armour if they hit. partial armour counts only against attacks that are aimed at the part of the body it protects. Her arm. however. Reflective armour is intended to reduce the effect of laser blasters by reflecting or dispersing the high-energy beam of light. Protection is always expressed in the form Armour 2. It is most commonly worn as a quilted hauberk. gauntlets and helmets. Unlike full armour and body armour. It is the material used to make bulletproof vests and riot gear and offers protection against attack in a lightweight form. a larger shield increases the difficulty by 2. Many helmets also count as plate metal armour. arms or legs. The protection that armour affords depends on the material from which it is made. who is Size 4. A helmet is the commonest piece of partial armour worn by soldiers: whether it is a Viking helmet. Advanced armour Plastic-fibre armour consists of strong. Partial armour. impact-resistant plastic fibres woven together into a cloth or bonded into strong plates. is Size 6. his blow lands as if the defender were wearing no armour and he tests to overcome the defender’s Strength as normal.DOCTOR WHO — TIME LORD Partial armour is the individual elements of armour that go into making up a full suit of armour: it includes greaves. sometimes with sleeves. It rates as Armour 5 and is the best that can be achieved through Earth’s metalworking techniques. Shields always increase the difficulty of hitting the wielder. It is the type of armour typically worn by castle guards. although exceptionally thick and heavy winter clothing may give the same effect. in some ancient civilizations it is even the best armour that can be produced. If the attacker beats the difference between Wounds and Armour. Plastic-fibre armour rates as Armour 5. Any attack whose Wounds are greater than the defender’s Armour automatically gets through the armour. If worn as full armour. Soft leather is little better than padded cloth. It rates as Armour 4. Tough leather is soft leather armour that has been specially treated. Plate metal armour is the beaten breastplates of Greek warriors or the full suits of armour worn by late medieval knights. Shields are a special type of partial armour. vambraces.

Captain Cook in The Greatest Show in the Galaxy was killed. A character with Strength 3. although he may attempt to recover consciousness. The character can recover from such an injury quickly. Dead The character is dead and cannot be brought back to life. He is seriously wounded if the number of Wounds he has taken is greater than his Strength but less than or equal to twice his Strength. The number of Wounds a character has taken and the character’s Strength determine his health. although First Aid or Medicine could quickly return him to full health. First Aid may be sufficient to make a seriously wounded character only lightly wounded. have been applied to dead characters and it may be that the dead can walk again. Players should certainly not treat their characters as if they had script immunity: to a certain extent they do. A lightly wounded character does not need medical attention to heal his wounds.DOCTOR WHO — TIME LORD DEATH AND INJURY All characters should fear death in TIME LORD. and dead if he has taken 7 or more Wounds. seriously wounded if he has taken 4 to 6 Wounds. or has been knocked out by a gentle blow from a blunt weapon. Even companions of the Doctor have died in the course of his adventures. however. for example. but this alone will not save them. carelessness or nobility may make this a real danger. even the Doctor who can regenerate to survive attacks that would kill an ordinary person. Grisly experiments or powers. Seriously wounded A character who is seriously wounded has received a painful wound that needs medical attention or a long time to heal. He may not heal his wounds until he receives medical attention such as First Aid or Medicine. Lightly wounded A character who is lightly wounded has received a wound which is only a graze. A seriously wounded character who does not receive medical attention takes one Wound for each hour (four research turns) he does not receive attention: such a character will eventually die. Some abilities such as Cheat Death or Iron Constitution affect a character’s resistance to pain and even death. It is unlikely that a character who behaves sensibly in an adventure will die. A character is dead if the number if Wounds he has taken is greater than twice his Strength. In effect they increase a character’s Strength. allowing him to take a greater number of Wounds before dying or being seriously wounded. but the Gods of Ragnarok animated his body long enough for him to perform a service for them. 58 . is lightly wounded if he has taken 1 to 3 Wounds. but a moment of rashness. for example. A character is lightly wounded if the total number of Wounds he has taken is equal to or less than his Strength.


Anyone who is overcome can try to regain consciousness at the end of each action turn except the one in which he fell unconscious. When all opponents have been overcome or restrained, however, a character may try to recover from being unconscious only at the end of each research turn that has passed since the fight finished. An overcome character may therefore be able to return to the fight if he is only lightly wounded, but if he is still unconscious after the fight he probably needs medical treatment. Whether a character recovers or remains unconscious depends on his Strength and his Wounds. He recovers at the appropriate time by beating the difference between his Strength and his Wounds. Anyone who recovers may act normally, although they are still wounded: Wounds are removed only by healing. A character whose Strength is greater than his Wounds automatically recovers at the end of the turn after the one in which he was wounded. Such a character is only lightly wounded: in effect he has been dazed or winded by the force of an attack. Seriously wounded characters — those whose Wounds are greater than their Strength — can take some time to recover and it may even be impossible for them to do so without assistance. Such a person, however, may recover just in time to save the day or execute the next part of his master’s evil plan.

A Kaled scientist has been badly injured, receiving 6 Wounds from an attack. He has Strength 3, which means he recovers if he can beat the difference of 3. He fails to do so while the combat rages around him, but after everyone has left he has a chance to recover every research turn and might be able to alert Davros and the Daleks to his failure.

Wounded characters will get better of their own accord as time passes, provided that they are not too badly wounded. This process is called natural healing. Natural healing removes Wounds equal to the character’s Strength for each week of bed rest: the damage is healed at the end of such a week. Healing continues until the character’s Wounds level is zero, at which point the character has fully recovered. No character may have a negative Wounds score. First Aid and proper medical attention can speed the natural healing process.

A character with Strength 3 would recover three points of Wounds after one week of bed rest. If he had 5 Wounds, after one week he would have 2 Wounds, and after two weeks he would have 0 Wounds.

Use of First Aid
First Aid may be applied only once to a wounded character: it assumes that whoever administers First Aid tends to any injuries as best he can. A character with the First Aid ability immediately heals Wounds equal to the value of his special ability if he can beat the difference between his total ability and the Wounds of the injured person. Anyone who applies First Aid but fails to heal Wounds has still bandaged the injured person, who will not suffer further wounds due to bleeding. First Aid requires basic medical facilities, such as clean bandages and water, or a first aid kit.

Katarina has Control 2 and First Aid 2, giving her a total ability of 4 at First Aid. She cleans and bandages the wounds Steven received at Troy. He has received 6 Wounds, which means Katarina must beat the difference of 2 to succeed. She reduces his Wounds by 2 if she succeeds, otherwise she merely makes a neat job of bandaging him.

Use of Medicine
Characters with the Medicine ability are trained doctors or nurses who understand the medical techniques and drugs of their time. Anyone with the Medicine ability can heal Wounds equal to his special ability on its own if he can beat the difference between his total ability and the injured person’s Wounds. Medicine may be applied to any injured character, provided that no other such attempt has been made in the previous 24 hours. A failed attempt at Medicine does not prevent further attempts at using this ability, although each attempt must be at least 24 hours later than any other. Medicine, however, requires specialized drugs or equipment to be effective. Many useful items may be kept in a doctor’s bag, for example, but this does not mean that all the required drugs are carried. A doctor might carry antibiotics with him, for example, but have no antidotes for snake venoms. Applying the wrong medication brings no benefit.

After Katarina has successfully applied First Aid to Steven’s Wounds, the Doctor examines him. The Doctor has Knowledge 6 and Medicine 1, giving him a total Medicine ability of 7: he deduces that Steven’s wound is infected,


but does not have the right drugs to cure his companion. He sets course for a planet that he hopes will provide the right drugs. Once he finds them, he needs to beat the difference between his total ability of 7 and Steven’s Wounds, now standing at 4, to heal 1 Wound a day. His ability is high enough automatically to succeed, but without the drugs he is powerless. After Katarina’s attention, Steven regains consciousness after one research turn. His Strength of 5 means he is now only lightly wounded because he has only 4 Wounds. The referee, however, rules that the infected wound is equivalent to a slow-acting poison of potency Wounds 3, and rolls the dice every six hours (24 research turns) to see whether Steven falls unconscious again. As the Doctor speeds the TARDIS towards civilization, Steven seesaws between wakefulness and sleep.



Some creatures are especially dangerous because their attacks rely on venom rather than damage to kill or paralyse opponents. Whether such a creature is a snake or a Cybermat, all companions should be wary of its attacks. Not all poisons come from creatures: intelligent men and creatures often use them on weapons or in food either to kill or drug their enemies. Such poisons are encountered only rarely. Poison come in two basic types: slow-acting and quick-acting. It may be injected, ingested or rely on contact with the skin to take effect. A slow-acting poison gradually builds up in the body of its victim until it reaches a lethal dose, whereas a quick-acting one immediately attacks its victim at full strength, and gradually loses its effectiveness as the victim’s body shrugs off its effects. All poisons have Wounds ratings that represent the maximum effectiveness of that poison.

Quick-acting poison
A quick-acting poison attacks the Strength of the character with its full Wounds rating. If it overcomes the character, either because its Wounds rating is higher than the Strength of the character, or because the referee beats the difference between these values, then the character is overcome and takes Wounds equal to those of the poison. After the initial attack, the poison continues to attack the character’s Strength but at reduced values. The Wounds rating of most quick-acting poisons decays at a rate of one point an action turn: after one action turn a Wounds 6 poison attacks at Wounds 5, delivering 5 Wounds if it overcomes the character’s Strength. Once a poison reaches Wounds 0 it has no further effect. Any further attacks which increase the level of toxin in the victim’s body increase the Wounds only up to the maximum for that poison. A Wounds 6 quick-acting poison is deadly and rare; snake venom is typically Wounds 4 or Wounds 3.

Slow-acting poison
A slow-acting poison increases in effectiveness from 1 Wound up to its maximum Wounds rating. The usual rate of increase is one point every research turn, although those poisons that rely on repeated doses to take effect increase in effectiveness only when each dose is given. If the current Wounds rating of a slow-acting poison beats the Strength of a character, either because the Wounds rating is higher than the Strength of the character or because the referee beats the difference, then that character is overcome. A slow-acting poison wounds a character only if it overcomes his Strength. Slow-acting poisons that do not require repeated doses decay in potency once they have reached their maximum Wounds rating. The rate of decay is equal to the rate at which they increased in potency. Poisons that rely on repeated doses can be maintained at their maximum level by further doses. Once a slow-acting poison has decayed to Wounds 0 it has no further effect.

Lethal poisons that inflict enough Wounds on a character will kill him. The Wounds inflicted by such a poison can be healed by natural healing, although this is usually too slow to prevent the character from dying. First Aid will be effective if applied, but usually heals too little to counteract the effects of poison. Medicine, with the appropriate antidote, is the only sure cure. The correct antidote immediately and completely neutralizes the poison and allows healing to take place. Poisons that paralyse or make a person sleep do not kill: they achieve their effects with the object of keeping the victim alive. Wounds inflicted by such a poison may be healed through natural healing while the character is paralysed or asleep. First Aid and Medicine are also effective.

Wounds inflicted by dirty weapons, such as swords or spears from primitive civilizations, may be infected. Such Wounds can be treated as slow-acting poisons, building up from Wounds 1 to a maximum of Wounds 3, with an effect time of 6 to 24 hours. The referee may change these values depending on the circumstances.


a fall of 10 metres is a fall of four areas. and characters should quite rightly be wary of them. and particularly dangerous ground. such as jagged rocks or spikes inflicts 4 Wounds. such as Swimming to represent diving into water. Soft ground. hard ground. inflicts 1 Wound. One slip when ascending or descending a cliff face can mean death or severe injury at the least. The number of areas the character falls is added to this base value to determine the total number of Wounds inflicted. for example. 62 . If a character attempts to use an appropriate ability to avoid injury. the same fall into water would inflict only 4 Wounds. so a fall of 3 metres. inflicts 2 Wounds. such as packed earth. There are usually 3 metres to each vertical area. The number of Wounds a character takes from any fall depends on the distance he travels and the ground he lands on. rock inflicts 3 Wounds. the Wounds that would be inflicted by the fall count as the difficulty of avoiding injury.DOCTOR WHO — TIME LORD FALLS Vertiginous heights are very much a part of DOCTOR WHO. is only a fall of one area. Distance is measured in terms of vertical areas: the referee decides how many areas represent the distance. The type of ground that the character falls on decides the base amount of Wounds that are inflicted. A fall of 3 areas onto rock would inflict 7 Wounds. such as mud or water.

the effect is much the same: they cannot breathe because their air supply has been cut off. If he fails to recover he automatically take 3 Wounds. If he is overcome. They must beat the difference at the end of every research turn instead of every action turn. a special ability such as Iron Constitution increases his resistance. with Strength 4 and Iron Constitution 1 has a total ability of 5 to resist suffocation or drowning: he could easily remain without air for four action turns. however. 63 . and would only start trying to beat the difference on the fifth turn. Turlough. Characters put into a hypnotic trance. by the removal of air from an airlock — better than usual. for example.DOCTOR WHO — TIME LORD SUFFOCATION AND DROWNING Whether a character is drowning or suffocating. can resist the effects of suffocation — caused. he have a chance to recover at the end of the next turn to resist the further effects of oxygen deprivation. Any character who fails to beat the difference takes 3 Wounds. The number of action turns that a character is without completely without air counts as a difficulty against Strength that he must beat to avoid taking damage.

DOCTOR WHO — TIME LORD PART FOUR The Cast of Thousands 64 .

Bureaucracy 1. the planet of the Time Lords. are not always easy on the Doctor or his companions because his new personality takes time to stabilize. a phenomenal constitution that enables them to withstand environments that would kill a human. Detective Powers 1. His TARDIS is as temperamental as he is. regimented existence of the Time Lords. Indomitable Will 1 Awareness: 4. wing-collared white shirt. he knows best 65 . The trouble with regeneration. Time Lords have two hearts. Sensitive Nose 1. Pseudoscience 1. arrogant and determined to get his own way. Law 2. no matter what arguments are raised against him. to the dull. hawklike face. Bench-thumping 1. Blunt Weapons 2. is that of regeneration. MacGuffin 2. Cryptanalysis 2. limiting his form to thirteen incarnations and ultimately restricting his apparent immortality. especially to balk the forces of evil that are at work in the universes of matter and antimatter. silk handkerchief. however. and the heliotrope-clad Patrexes. the Doctor is seldom methodical. cream and brown checked trousers and waistcoat. although a new incarnation is likely to be unhappy about the changes to his physiognomy. what the Doctor knows in one incarnation does not necessarily transfer to the next one. He prefers the freedom of roaming throughout time and space. all Time Lords can regenerate their physical form to compensate for massive tissue damage and to avoid impending death. either. In this incarnation. He is vain. The Doctor is commonly mistaken for ambassadors or badly needed experts. Science 2. self-hypnotism) to save them from truly harmful conditions. Like a snake shedding an old skin. pince-nez. Running 2 Knowledge: 6. First Aid 2. and an ability to fall into a self-induced trance (in effect. Sleight of Hand 1. He is undoubtedly an eccentric. the next he can be accusing his companions of all kinds of treachery. These names are provided to tell the players and the referee alike which companions travelled in the TARDIS at the same time so that only suitable ones adventure together. Eloquence 2. to the extent that in his first and second incarnations he has no real control over its destination. Even as a crusader of time and space. Anyone who is given the role of the Doctor to play should carefully study the abilities and traits of the appropriate incarnation. the first incarnation of the Doctor is distinctive enough before even considering his lined. Electronics 1. the Doctor is tetchy and temperamental: one moment he can be warm and friendly. his skills are likely to be put to use before he has a chance to explain — by which time it is too late to protest. he always acts for the best of intentions. the Doctor is known as a graduate of the Prydon College of the Academy. TARDIS 1 Determination: 7. If he interferes willingly. Bargaining 1. and the Doctor is as likely to get caught up in events over which he has no control as he is to stumble across Daleks or Cybermen. Most remarkable of all their abilities. the Doctor is in self-imposed exile from Gallifrey. Prydonians are considered to be the best students out of the Arcalians. The Doctor is currently in his seventh incarnation. Medicine 1. his people have a responsible policy of non-interference in the affairs of other species. swept-back white hair. TARDIS key Strength: 3. Each incarnation of the Doctor has unique traits and abilities. Each of the seven Doctors is detailed on the following pages. blue-stoned ring. even in his somewhat unreliable TARDIS. Regenerative Powers 3 Control: 4. can regenerate only twelve times. Fisticuffs 1. As masters of time travel. Parts of his memory open and close. as the Doctor says. Cheat Death 2. Refined Palate 1. however. Stealth 1 Size: 3 Weight: 4 Move: 2. As far as the Doctor is concerned. is that you never know what you are going to get. penetratingly intelligent blue eyes and long. There is seldom any consistent plan to deal with enemies. Astrogation 1. Iron Constitution 2.DOCTOR WHO — TIME LORD WHO IS THE DOCTOR? An incorrigible meddler in the affairs of other species. however. revealing new talents and obscuring old ones. Intuition 2. who wear green. On Gallifrey. Striking Appearance 2 Dressed in a black frock-coat. The Doctor’s weapons are truth and bluff: use them well! THE FIRST DOCTOR Apparent age: late 60s Species: Gallifreyan Equipment: Walking cane. along with the names of the companions he has regularly travelled. Such regenerations. black floppy ribbon tie. A Time Lord. His physical size and appearance change as well. but a particularly clever one. a practice that the Doctor is constantly trying to prove is wrong: he believes interference is sometimes warranted. Acting 1. Disguise 1. Robotics 1. and is entitled to wear its scarlet and orange ceremonial robes.

The Doctor will clown his way through adversity to put his enemies off guard until he finds their vulnerable points. the Doctor continually thinks of escape plans or ways of outbluffing or outmanoeuvring his opponents. On his travels the Doctor will talk little of his home planet. Sleight of Hand 1. voluminous silk handkerchief. Law 2. Electronics 2. Resourceful Pockets 2. Brawling 1. the Doctor is sometimes just bluff and bluster. Yet beneath the charm he can be a devious schemer. His scientific methods are haphazard. Virtually all the Doctor’s new acquaintances are mistrusted when they travel in the TARDIS and it takes time for the Doctor to treat them as friends. Cryptanalysis 2. Ian. the Doctor appears distinctly ruffled and comical owing to his shapeless clothing: he wears a baggy black frock-coat. and he will often confuse them: Ian Chesterton often gets called Chesterfield. Regenerative Powers 3 Control: 4. the Doctor becomes an alarmingly aggressive figure: if he loses an argument he becomes ruffled and unsettled. He is somewhat amoral. It is then that he begins to doubt his abilities or the safety or effectiveness of equipment. Barbara and Vicki. He regards all of them as largely ignorant of science and short of ideas. Polly. Suitable groups of companions: Ian. While the Doctor thinks he will often toot tunes on his recorder to relax or even dance a jig. Vicki and Steven. Iron Constitution 2. but somehow they get results. Running 1 Knowledge: 6. TARDIS key Strength: 4. an illusion that is usefully disarming and conceals the Doctor’s true intelligence from potential enemies. telescope. however. Robotics 1. Detective Powers 1. Marksmanship 1. especially by his less experienced companions. He regards his companions as charges that need protecting and shows great concern should one of them go missing or be threatened. black and pale pink broad-checked trousers. His moral sense of good and evil is more balanced. His charm can equally be turned on powerful leaders to gain their favour. but will quickly assume the credit for any of his companions’ cleverness. wrinkled face. for instance. Yet the Doctor’s clowning and seeming ineffectiveness is not always an act: he is easily flustered. He often seems to be nothing more than a bumbling idiot. Cheat Death 2. Con 2. His memory for names is poor. Jamie and Zoe.DOCTOR WHO — TIME LORD and everyone had better do it his way. Medicine 1. Ben and Jamie. sometimes erroneous judgments on good and evil. Transmat 1 Determination: 5. Temporal Science 2. Science 2. TARDIS 2. and he will do his utmost to thwart or destroy what he believes is wrong.boots. Even when things are against him. Pseudoscience 3. making his own. Piloting 1. Stealth 2 Size: 4 Weight: 3 Move: 3. Suitable groups of companions: Polly and Ben. Jamie and Victoria. Mischievous blue eyes twinkle out of his cheerful. The second Doctor is an accident waiting to happen: he blunders his way through space and time relying on luck and quick thinking to extricate himself and his companions from trouble. ill-considered action. When he displays his bloody-mindedness. sulky and then bemused in a matter of minutes. THE SECOND DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Gaily painted recorder. disarming grin. who can panic him into hasty. Polly and Ben. 500-year diary. For all his seeming intelligence and capabilities. Barbara and Susan. MacGuffin 2. from which he is a runaway. Striking Appearance 2 In his second incarnation. the Doctor can look cheerful. pale blue short-sleeved shirt. A victim of fast changing moods. Steven and Dodo. Bench-thumping 3. At the same time. Indomitable Will 2 Awareness: 4. which is framed by a mop of tousled black hair. Hypnotism 2. 66 . his strong mind and ability to think quickly make him an inspiring leader who can restore courage to his frightened companions or direct people who are lost in indecision. The crusty nature of his first incarnation has gone: the Doctor welcomes the presence of companions aboard the TARDIS and meets the unknown with a cheerful. By nature the Doctor loves a puzzle: he is intrigued by things that are out of place. He maintains his clear-headedness by abstaining from alcohol. He can become obsessed with small objects that to him are quite important yet seem irrelevant to anyone else. small straggly navy bow-tie with white polka-dots. sonic screwdriver. Intuition 2. sad. To all intents and purposes he is a gentleman time-traveller with a limited ability to control his ship. and scuffed ankle. First Aid 2. Musicianship (recorder) 1.

TARDIS key Strength: 4. Bench-thumping 3. Resourceful Pockets 1. Fast Reactions 1. and he greets the unknown with a ‘How do you do’ rather than a gun. matching 67 . Disguise 1. Mechanics 1. Martial Arts.DOCTOR WHO — TIME LORD THE THIRD DOCTOR Apparent age: mid 50s Species: Gallifreyan Equipment: Sonic screwdriver. He is always ready to risk himself to save others. given the opportunity. He is the voice of reason when others prove indecisive or obstructive. Iron Constitution 2. Refined Palate 1. Law 1. Stealth 2. sonic screwdriver. Explosives 1. black bow tie and black cape lined with purple silk. Lockpicking and Safecracking 1. Regenerative Powers 3 Control: 5. First Aid 2. Occult 1. The Doctor is a humanitarian and an environmentalist. Pseudoscience 3. Cheat Death 2. he should have the abilities TARDIS 2 and Temporal Science 2. a white shirt with ruffled front and cuffs. Running 1 Knowledge: 6. THE FOURTH DOCTOR Apparent age: mid 30s Species: Gallifreyan Equipment: Bag of jelly babies. Temporal Science 2. Hypnotism 1. Hypnotism 1. ultrasonic dog whistle. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Occult 1. Bench-thumping 2. Captain Yates and Liz. His clothes are decidedly eccentric: a light grey wool coat trimmed with black felt on the collar and cuffs. Sensitive Nose 1. Sailing 1 Knowledge: 6. Brawling 1. He always seeks to negotiate a peace between intelligent species. He typically wears an elegantly tailored black velvet jacket. The third Doctor’s dandified image is complemented by an appreciation of fine wine and food: he is undoubtedly a connoisseur. Edged Weapons 2. His humorous. Sergeant Benton. Science 2. Medicine 1. encouraging them to live together in harmony rather than fighting. Computing 1. Dangerous or pollution-creating technology is an immediate target for his scathing criticism and he is quite prepared to interfere to encourage environmentally sound progress. Indomitable Will 2 Awareness: 4. Sleight of Hand 2. Science 2. MacGuffin 2. Suitable companions: The Brigadier. long scarf. Cheat Death 1. bohemian adventurer with a great passion for his travels in time and space. Intuition 2. Robotics 1. Electronics 2. Command 1. MacGuffin 2. Yet he abhors violence and is always ready to criticize the excessive or unnecessary use of force. Iron Constitution 2. Archery 1. TARDIS key Strength: 5. Jo or Sarah. he has piercing blue eyes and mid-length white hair. Striking Appearance 2 The fourth Doctor is a lively. Astrogation 1. Piloting 1. The Doctor is an incorrigible tinkerer and a great lover of gadgets and different means of transport. Resourceful Pockets 2. both causes on which. Sleight of Hand 2. Archery 1. First Aid 2. Indomitable Will 2 Awareness: 4. Driving 2. Computing 1. Transmat 2 Determination: 6. Exiled to Earth by the Time Lords. Driving 1. the Doctor is an exponent of Venusian karate — one of the few beings with two arms that has been able to master this martial art — which he is quite prepared to use in self-defence. Stealth 2 Size: 3 Weight: 4 Move: 3. black trousers. Medicine 1. Regenerative Powers 1 Control: 5. flexible face is lined and wise-looking. He is often to be found head down at work on some circuit in the TARDIS’s control console or making improvements to his antiquated yellow car Bessie. Leaping 1. Rules and authority figures irritate the Doctor: he detests the stonewalling of politicians or bureaucrats when action must clearly be taken. Very much a man of action. Intuition 2. Note: If the third Doctor’s knowledge of time travel has been restored. Pseudoscience 3. then the third Doctor can be described only as a dandy. Electronics 2. TARDIS 1 Determination: 6. he continually tries to overcome the physical limits they have put on the TARDIS and the mental block he has on dematerialization codes. TARDIS 2. he will preach to companions and opponents alike. Lockpicking and Safecracking 1. Running 1. Cryptanalysis 2. Striking Appearance 2 If the second Doctor was a clown.

Romana 2. He will inveigle himself into hectic situations before the participants even have time to realize there is a stranger among them. Hypnotism 1. often with no apparent connection. The Doctor is constantly bubbling with ideas and responds quickly to the stimulus of new information. He dresses in old-fashioned cricketing clothes: a long fawn coat with red edging. the Doctor is a hugely charismatic figure. Cryptanalysis 2. Adric. Witty comments. the Doctor never seems completely to succeed: his solutions to problems are somehow incomplete and can have tragic consequences. Iron Constitution 2. however. K9 and Adric. Striking Appearance 1. even ordering companions to stay on board the TARDIS. open-necked shirt and a long scarf that has to be looped round his neck many times to keep it out of the way of his feet. Reckless in action. however. Romana 1 and K9. THE FIFTH DOCTOR Apparent age: early 30s Species: Gallifreyan Equipment: Sonic screwdriver. Sport (cricket) 3. Medicine 1. He tends to be absent-minded. anxious character who is plainly worried about the course of events or the real intent of those people he encounters. Cheat Death 2. Brawling 2. Such nervous energy translates into a sense of urgency when the Doctor finally acts. Pseudoscience 3. cream and red striped trousers and white cricket boots. however. Edged Weapons 2. puns and offerings of jelly babies are the Doctor’s weapons against a hostile greeting. His seeming innocence makes the Doctor a disarming person to meet: he uses boyish charm and a friendly smile to win the confidence of others.DOCTOR WHO — TIME LORD baggy grey trousers tucked into brown calf-length boots. Nyssa and Tegan. Mountaineering 1. Sleight of Hand 2. the Doctor is not afraid to shoot an enemy if he believes it is the best and only solution. Bench-thumping 2. he is angry if anyone ever disobeys such an order. He has a wild-looking face. Yet their tendency to wander into danger is sometimes the Doctor’s fault: he has a habit of withholding important information while he tries to work out what is going on. a cream and brown waistcoat. offering help or advice and sometimes even tinkering before anyone can stop him. he dislikes those in authority. his naive approach often endangers their lives. cricket ball. He asks questions of other people at random. And his companions often take the blame for his mistakes. Command 1. Piloting 1. Marksmanship 2. Stealth 1. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. in his attempts to buy time while he thinks through a problem. and does not mean to upset his companions. Although he never intentionally neglects the safety of his companions. with a great awareness both of his and his companions’ mortality. stick of celery on left coat lapel. Driving 1. Con 1. Leela and K9. A panama hat with a red hat band is usually kept folded in a coat pocket. Indomitable Will 1 Awareness: 5. Electronics 2. Suitable groups of companions: Sarah and Harry. Transmat 1 Determination: 6. able to make friends easily with a winning smile and a touch of humour. This incarnation of the Doctor is more of a loner than previous ones: he regards companions as a hazard because they require too much safeguarding. The charm. Detective Powers 1. Resourceful Pockets 1. leaving behind or sometimes losing vital pieces of equipment. however. First Aid 2. Regenerative Powers 2 Control: 4. Temporal Science 2. cream cricketing pullover and sports shirt also trimmed in red. His companions may even find his actions morally unacceptable: despite his abhorrence of unnecessary killing. blue eyes and a mass of unruly curly brown hair. TARDIS key Strength: 4. He adopts this approach even in adversity: any captor is likely to be subjected to a stream of seemingly inane observations or witticisms while the Doctor plans his escape. Computing 1. yet is not out of place: this incarnation of the Doctor is far more vulnerable than previous or successive ones. His genius. The Doctor will risk his own life to save his friends if they are in trouble and comfort them if they are afraid or upset: he often has to reassure Tegan with the 68 . MacGuffin 2. Running 1 Knowledge: 6. TARDIS 2. Like his previous incarnation. His blue eyes and straight fair hair heighten his innocent appearance. He acts for the best of motives. Science 2. The Doctor’s carefree approach to his adventures often lands him in trouble from which he sometimes struggles to extricate himself. He often goes along with someone’s plan just to buy thinking time: he has a clear sense of right and wrong. He can be too protective. can conceal a nervous. Tracking 1 The youthful appearance of the fifth Doctor belies his great age and experience. Odd-looking as he is. The ensemble is topped off by a wide-brimmed black felt hat. is erratic: the Doctor is temperamental and prepared to be bluntly rude to anyone who interferes with his work.

Medicine 2. are often showy. MacGuffin 2. Intuition 2. Computing 1. THE SIXTH DOCTOR Apparent age: late 30s Species: Gallifreyan Equipment: Golf umbrella. Regenerative Powers 3 Control: 5.DOCTOR WHO — TIME LORD words ‘Brave heart. The Doctor will interrupt an opponent with childish outbursts and rude remarks. It is as if this incarnation has lost areas of memory restored to him. in which case he sulks. Computing 1. Lockpicking and Safecracking 1. Pseudoscience 3. Words are not the Doctor’s only weapon. Running 1 Knowledge: 6. A blue ribbon-like cravat with white polka-dots is worn round the collar of a white shirt and he wears a cat badge on his left lapel. Striking Appearance 1 Although the seventh Doctor looks like a music hall entertainer. Sleight of Hand 2.’ Suitable groups of companions: Adric. Swimming 1 Knowledge: 7. He is quite able to act quickly and ruthlessly to overcome an attacker. His theatrical temperament permits only him to be the centre of attention. Brawling 1. Cheat Death 2. Fond of his own cleverness. his comical appearance disguises an in-depth knowledge of the nature of the universe. Iron Constitution 2. Nyssa and Tegan. Con 2. but to him it is a sign only of genius. Escapology 1. Detective Powers 1. abrasive personality. Running 1. Bench-thumping 2. Bench-thumping 1. however. Sleight of Hand 2. Indomitable Will 2 Awareness: 4. Unsurprisingly. Indomitable Will 1 Awareness: 4. he also wears a check waistcoat. the Doctor has a brash. yellow and black striped trousers and orange spats over green shoes. Leaping 2. He can be unbearable if he is correct. Musicianship (keyboards) 1. Striking Appearance 2 The garish. teddy bear. MacGuffin 1. Regenerative Powers 3 Control: 4. Suitable companions: Peri or Mel. Driving 1. resounding voice and has incredible confidence in his own abilities. and although he shares his predecessors’ dislike of killing. His temperament is somewhat erratic and changes quickly and violently. however. Resourceful Pockets 2. His red and green particoloured coat is trimmed with both pink and tartan cloth. Tegan and Turlough. THE SEVENTH DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Umbrella. Hypnotism 1. Temporal Science 2 Determination: 6. Medicine 2. brightly coloured clothes that the sixth incarnation of the Doctor wears reveal much about his personality. and cannot keep quiet while the other person has his say. First Aid 2. Science 2. Pseudoscience 2. becoming smug. Resourceful Pockets 1. or if he is wrong. Intuition 2. Cheat Death 2. TARDIS key Strength: 4. Con 1. Stealth 2 Size: 4 Weight: 3 Move: 3. Bureaucracy 1. Keen Sight 1. TARDIS 2. Iron Constitution 2. TARDIS key Strength: 5. Cryptanalysis 2. voluminous handkerchief. Marksmanship 2. Animal Handling 1. and unnecessarily elaborate. Juggling 1. Disguise 2. The Doctor is quite pleased with his ability to do the unexpected. His actions. The Doctor likes to sing while he works. First Aid 1. Stealth 1 Size: 3 Weight: 4 Move: 3. vital information and plots that he must follow up to win the game of chess against evil played on the board of the uni- 69 . He is prone to pontification. Turlough and Peri. TARDIS 2. Electronics 2. Electronics 1. Hypnotism 1. Nyssa. The Doctor is undoubtedly a great warrior of words: debates and arguments excite him and he is a great orator. Temporal Science 2 Determination: 7. Science 2. making him look like a timetravelling jester. Tegan. Brawling 1. his favourite song is On With The Motley. Such changing moods make him appear unstable to his companions. the Doctor can be unintentionally rude in pointing out the mistakes or stupidity of others. he is quite prepared to shoot if needs be. He is a supreme egotist: he loves the sound of his loud. Cryptanalysis 1.

His short scarf and the large handkerchief that dangles precariously out of one jacket pocket are made of the same silk. curly black hair. around the collar of which is a green.DOCTOR WHO — TIME LORD verse. he has blue eyes and short. decorated with red question marks. Mysterious by nature. He uses his companions as tools against his foes. The Doctor bluffs his way into the friendship and trust of others in order to determine what is going on. Indeed. brown check trousers and a white shirt. he becomes abrupt and abrasive. He hates authority and if his insistence on action fails to bring results. the Doctor tends to underestimate his opponents. He needs his companions partly to share his burden. His comical. In spite of his foresight and planning. The Doctor wears a long. a trait that seemingly betrays their trust in him. round face has a forehead that is furrowed by the wrinkles of cosmic worry. Yet he would never intentionally harm his friends and acts for their best interests. red and cream paisley silk tie. he seems to take on the role of teacher. 70 . a straw hat with a narrow upturned brim. educating his proteges and increasing their awareness of the nature of the universe. although he usually has a back-up scheme. the Doctor seldom reveals much of his plans to his friends and allies: either there is too much at stake that he forgets to tell them. A woollen pullover in the same colours. an approach that is helped by his likeable and easygoing nature and an ability to adapt quickly to local customs. Suitable companions: Mel or Ace. and a black umbrella with a handle in the form of a large red question mark complete his outfit. or they just would not understand. He is a great schemer whose plans are woven in time and space. dark brown jacket.

which is frequently used to devastating effect. On the whole she is unruly. There is scope. She typically wears a garishly coloured T-shirt. When playing these roles. On the Doctor’s request she ‘never’ carries it: one or two canisters. Ace is a delinquent. although at times she is naive. aluminium baseball bat Strength: 3. He quickly becomes fond of his new friends and is sad to see them leave when they choose to go their own way. Late 1980s street fashion is the best description of Ace’s attire. can usually be produced from her resourceful backpack. however. and detests her real name of Dorothy and her mother. unpredictable teenage girl whose experiments with explosives blew her out of 20th century Earth through a time vortex into the far future. Marksmanship 2. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. She relishes seeing or playing with machines. rather than those who travel only briefly in the TARDIS. Anything that Ace fails to understand or that frightens her is usually a subject for destruction. it is partly his concern for their safety that makes him reluctant to accept them on board. Striking Appearance 1 Ace is a dangerous. Yet they provide vital support for the Doctor. is a challenge and can prove more rewarding than playing the multitalented Doctor. Mountaineering 1. making the most of sometimes limited knowledge and abilities. The friends and companions of the Doctor listed here are those who have adventured with or known him for longer than one adventure — people who can truly be considered companions. a trait that often imperils herself or the Doctor. and even ensuring that his enemies are thwarted should he be knocked out or captured. black leggings and greasy Dr Marten shoes. Cheat Death 2 Control: 4. and it takes careful and reasoned persuasion to restore her faith. Ace is petulant and aggressive largely because she is leaving childhood behind and becoming a woman. the Trojan slave Katarina from The Myth Makers and Ray from Delta and the Bannermen are not included: they are secondary characters who have helped the Doctor but not gone on to travel with him on other adventures. ACE (DOROTHY) Apparent age: late teens Species: Human. a black satin padded jacket that is covered in badges and patches. a short black pleated skirt. Although he may appear abrupt and unfriendly to newcomers in the TARDIS’s crew. Swimming 1 Knowledge: 4. Science 1 Determination: 3. Resourceful Pockets (pack) 2. Earth Equipment: Large backpack. 71 . however. called nitronine. Put simply. ghetto blaster. Audrey. The Doctor provides a steadying influence and. self-destructive and prone to sulking if no one pays her attention.DOCTOR WHO — TIME LORD COMPANIONS If there is one thing that is clear about the Doctor it is that he needs companionship on his travels. Mechanics 1. straight mousy hair which is frequently scraped up and back and knotted into a plait. Command 1. Brawling 1. To play a companion well. acting as further sets of ears and eyes to gather information that he needs. Keen Sight 1. If her trust is betrayed. west London. is a person that Ace trusts. Computing 1. Companions are usually just ordinary people with few remarkable talents. more importantly. She has formulated her own. Characters such as Sara Kingdom in The Dalek Master Plan. Explosives 2. Ace is no fool. Driving 1. She hates her 20th century home life in Perivale. for such characters to take part in TIME LORD adventures if the referee believes they are necessary — especially if there are too many players to take on the roles of standard companions. Independent Spirit 2 Awareness: 3. pleasant face look hard. Ace’s scientific interests lie largely in the manufacture of explosives. She has long. Blunt Weapons 1. It is a severe hairstyle that makes her squarish. Leaping 1. destructive weaponry or the unknown. Running 1. she typically reacts by running away. Con 2. it should be remembered that these characters are fallible: they are not hero figures. Ace’s eyes are hazel.

even to the extent of betraying his friends. Although Barbara is a vulnerable character. obeying them with studious accuracy. Usually. baggy trousers complete his attire. Science 1 Determination: 3. Adric is eager to be accepted by other people because he has no family and no reason to return to his home planet of Alzarius. she can become distressed if he is not there to comfort her. His intelligence and scientific approach to life make him vulnerable to the utopian concepts of other people or races. such as the Master. straight hair which comes down to her neck. Screaming 1. She has brown. He wears a yellow jerkin with beige sleeves: on the left breast is a red pocket to which is attached a goldedged. His confidence in his own genius makes him arrogant and pugnacious. Intuition 1. Beige. good-humoured boy who is concerned about the well-being of his fellow companions in the TARDIS. First Aid 1. Despite her ability to reason sensibly. Running 1 Knowledge: 5. History 2 Determination: 3. and he tends to dismiss the opinions of more experienced people. he is a cheerful. although she tends more to appreciate its fineness or the quality of jewellery. He looks about 16 years old. Blunt Weapons 2 Size: 3 Weight: 3 Move: 3. Adric’s fault is that he can take commands or suggestions too literally. Cheat Death 2 Control: 4. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. or at least believes is the right one in the circumstances. And she will become assertive if she has to champion a cause she believes in. however. the enemies of the Doctor. 72 . Independent Spirit 2 Awareness: 2. a snub nose and brown eyes. bouffant. Strong Passion (Ian Chesterton) 2 Awareness: 3. Round-faced Adric has black. she does have inner strength which can manifest itself in situations where she might ordinarily be expected to break. and Adric can find himself manipulated into working against the Doctor. Striking Appearance 2 Barbara is an attractive and intelligent history teacher who worked at Coal Hill School in London. She is on the verge of becoming the liberated woman that Earth society in the 1960s brought forward. Quick Recovery 3 Control: 4. however. she enjoys dressing up in period clothing. He is a native of Exo-space — the negative side of the universe — and a descendant of the rapidly evolving marshmen of the mist planet Alzarius. In turn. star-shaped badge for mathematical excellence. Barbara typically dresses formally in a matching jacket and knee-length skirt with either a blouse or polo-neck top. Acute Hearing 1. she is easily scared by the unknown and can behave irrationally. Keen Sight 1 Adric is a young Alzarian scholar who is brilliant at mathematics — a subject for which he has a strong passion. He is happiest working out complicated problems for pleasure and can become so involved in a calculation that he fails to notice his companions want to talk to him or have left him alone. a sharp. blue. oval face and green eyes.DOCTOR WHO — TIME LORD ADRIC Apparent age: mid teens Species: Alzarian Equipment: None Strength: 3. Mathematics 3. Earth Equipment: None Strength: 3. neck-length straight hair. appreciate how useful the young scholar’s skills are to their plans. Keen Sight 1. BARBARA WRIGHT Apparent age: late 20s Species: Human. She is likely to become emotional when trapped or imprisoned and at times such as this she turns for support to her colleague and close friend Ian Chesterton. Acute Hearing 1. Stealth 1. Running 1 Knowledge: 4. Like Ian Chesterton. She will support and comfort other women who are scared or upset and restrain her own fears while doing so.

SERGEANT BENTON Apparent age: early 30s Species: Human. Fast Reactions 1. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. He regards the Doctor very much as the captain of the TARDIS and treats him with respect. Con 2. Ben will probably do it with little argument. Stealth 1 Size: 4 Weight: 3 Move: 3. Marksmanship 3. Threatening Benton with a gun is a dangerous pursuit: if an opportunity arises. however. often calling her Duchess. He is a capable tactical leader and an accurate shot: only the invulnerability of aliens to gunfire make his assignments impossible. he would rather be part of the action. Brawling 1. Ben is used to taking orders. Ben gets on well with Polly. Driving 1. Tracking 2 Benton is a charismatic. First Aid 2. Engineering 1. but neither person seems to realize the truth. Precision 1. He is quite able to hold his own in a fight and equally can tackle problems that require practical knowledge or where available resources are scanty. Benton often ends up obtaining equipment for the Doctor’s experiments and devices or running mundane errands for Captain Yates or the Brigadier. Ben quickly adopted fashionable civvies for his adventures with the Doctor. Benton’s trust in the Doctor even extends to allowing the Time Lord to escape from his custody. Lockpicking and Safecracking 1. First Aid 2. walkie-talkie Strength: 5. 73 . sandy hair and hazel eyes. Barbara’s reactions and decisions will be strongly coloured if Ian is affected by them. Although he often accepts these tasks stoically. Initially wearing his blue sailor’s uniform with bell-bottoms and cap emblazoned HMS Teazer. Bureaucracy 1. Swimming 1 Knowledge: 4. As a UNIT sergeant. Quick Recovery 1 Control: 4. And if he cannot win by direct argument he will try to think of another way of achieving an objective. Cheat Death 1. making it a very English relationship. Ben does not seem to be able to accept the change from a serious old man to what he regards as a clown. Running 1 Knowledge: 4. Quick Recovery 1 Control: 4. Running 1. is very different. Mechanics 2. Range 4). BEN JACKSON Apparent age: mid 20s Species: Human. so if someone in a uniform tells him to do something. impertinent Cockney sailor who met the Doctor in 1966 while on a shore posting: his ship had just sailed to the West Indies for six months. Brawling 2. Earth Equipment: Automatic pistol (Wounds 5. Stealth 1. Explosives 1. with whom he sympathizes when the Doctor demonstrates the impossible side of his nature. Wilderness Law 1 Determination: 4 Awareness: 3. His attitude towards the second Doctor. the Doctor finds this difficult to understand. Ben has fair. well-intentioned and honest sergeant of United Nations Intelligence Taskforce and is assigned to Brigadier Lethbridge Stewart’s immediate staff. She is in love with Ian. Marksmanship 1. Ben’s experience as an able seaman in the Merchant Navy makes him tough and resourceful. Intuition 1 Ben is an arrogant. Benton will jump his captor. Navigation 1 Determination: 4 Awareness: 3. as a result he is more argumentative. He is a dependable character with a strong liking for the Doctor and his travelling companions. Earth Equipment: Penknife Strength: 4.DOCTOR WHO — TIME LORD The Doctor often infuriates Barbara. He habitually drops his aitches in speech and uses Cockney rhyming slang. Sailing 1. Piloting 1. He will argue a point forcefully and insistently even if his efforts are to no avail. silencer. Cheat Death 1. He wears either a striped shirt or polo-neck and V-neck pullovers with slacks. although she tends to restrain her feelings: it is Ian who often speaks for both of them.

He variously wears full officer’s uniform or combat fatigues depending on the nature of his assignment. 74 . but he often finds himself subject to the rules of the nationalistic British government which does not appreciate his global priorities. The Brigadier favours using an old-fashioned Webley pistol as his sidearm. He dresses in either a khaki uniform or combat fatigues. Marksmanship 2. The Brigadier is an exceptionally competent army officer with an ability to adapt quickly and make the most of the resources available to him. walkie-talkie. Lethbridge Stewart has a handsome. he is prepared to accept what the Doctor says is true. the Brigadier is still sceptical about the Doctor and space-time travel. It has taken only a few adventures with the Doctor to make Benton believe almost anything is possible: although Benton might not understand the Doctor’s scientific explanations. Lethbridge Stewart is a classic example of the officer who leads his men from the front and who would not ask them to do anything he would not do. an independent. sensible plans of action but is overfond of using military force to beat off aliens even if they appear to be bullet-resistant. swagger stick. Cheat Death 2. He is courageous but not foolish. worldwide intelligence group that monitors and investigates alien threats. As an officer. THE BRIGADIER Apparent age: late 30s Species: Human. Explosives 1. Quick Recovery 1 Control: 5. Running 1 Knowledge: 4. Benton is ‘one of the blokes’ at heart and is sometimes distracted by the desires of his stomach for food! His likeable. Command 2. The Brigadier becomes snappy and abrupt with men who fail to accomplish their tasks. angular face.DOCTOR WHO — TIME LORD Benton suffers from poor luck — people or objects he is suppose to be watching often disappear or go missing — which is sometimes mistaken for incompetence. blue eyes and mid-brown short hair. short black hair. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. he is usually accompanied by a driver or pilot. down-to-earth nature means that he understands little of the Doctor’s scientific mumbo-jumbo. good-humoured nature means he gets on well with the troops and low-ranking officers alike. Range 4). a neatly trimmed black moustache and hazel eyes. although he greatly realizes the Time Lord’s usefulness. complete with a light. His practical. If it is inexplicable and alien. Brawling 1. Solidly built Benton has a squarish face. the Doctor is the man that the Brigadier wants on the job regardless of what government officials say. sand-coloured UNIT beret. Indomitable Will 1 Awareness: 4. Driving 1. The Brigadier resents and dislikes higher authorities obstructing his investigations and is not afraid to say so or to take action against them. Wilderness Lore 1 Determination: 4. In spite of regular confrontations with the unbelievable. He will often come up with another. He devises clear. The Brigadier is slightly chauvinistic and will not allow the Doctor’s young female companions to put themselves in danger. Fast Reactions 1. binoculars Strength: 4. plausible reason even if it is wrong and the alien landscape in front of him does turn out to be somewhere other than Cromer. Earth Equipment: Revolver (Wounds 5. Striking Appearance 2 Brigadier Alastair Gordon Lethbridge Stewart is head of the UK section of the United Nations Intelligence Taskforce. Technically he reports direct to UNIT’s main base in Geneva. Bureaucracy 1. he rarely drives himself anywhere. Piloting 1. First Aid 1.

pale blue shirt and naval tie. Despite her startling adventures. thick black ring and a short black skirt decorated with many bright red rings that she wore in the Celestial Toymaker’s realm. where he is a medical doctor. especially to the Doctor when it is time to be serious. rough London accent which makes her laugh seem rather throaty at times. grey trousers and black shoes. in Harry’s eyes. Yet she acts as a welcome check on the hasty. Driving 1. Striking Appearance 1 Well-intentioned Harry Sullivan frequently makes life awkward for the Doctor. curly brown hair. Running 1 Knowledge: 4 Determination: 3 Awareness: 3. make him seem over-protective: it certainly irritates Sarah-Jane who is fed up being called ‘old girl’ or ‘old thing’. Her youthful impulsiveness and independent spirit are quite likely to send her off on completely different directions from those of her companions. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. ill-considered actions of Steven Taylor and often prevents him from doing something foolish. Her almost ceaseless optimism can be irritating. First Aid 2. Confronted with the unknown. even if there is a common aim. A duffel-coat seems to be all he needs to survive the harshness of cold climates. Medicine 2. but somehow it has a habit of going wrong. however. Earth Equipment: None Strength: 3. He appears disarmingly friendly. Cheat Death 1 Control: 3. who has described him as a clumsy. Harry is a lieutenant in the Royal Navy. His good-natured and caring approach can. Escapology 1. fragile objects. ham-fisted idiot. She frolics through time and space with complete faith that the Doctor knows what he is doing and can get his companions out of trouble. Her naivety means she is easily duped: it would take only a pretence of being injured for an enemy to convince Dodo to drop her guard. however. Screaming 2. Musicianship (piano) 1. He has a frank and hearty manner which translates into a boyish enthusiasm for supposedly glamorous duties such as spying. which is framed by short. hazel eyes and short. low-cut bright red top with a central. does not seem to deter him: his strength is that he will keep trying until he succeeds. Dodo has a roundish. Earth Equipment: Emergency medical kit Strength: 5. She has a distinctive. Perhaps Dodo’s most striking choice of clothes is the sleeveless. smiling face. She makes extensive use of the TARDIS’s wardrobe. Cheat Death 1 Control: 4 Size: 4 Weight: 3 Move: 3. Dodo maintains her child-like qualities. Harry acts the gallant when women are around and is reluctant to let them do anything remotely dangerous. are precious.DOCTOR WHO — TIME LORD DODO (DOROTHEA) CHAPLET Apparent age: late teens Species: Human. Blue eyes twinkle out of Harry’s squarish face. Women. HARRY SULLIVAN Apparent age: early 30s Species: Human. Running 1 Knowledge: 4. Harry always tries to do what is best for his friends. yet will defiantly face adverse situations with a British determination to play things by the rules right until the end. He typically wears naval club attire: a navy blazer. Brawling 2. neatly cut black hair. 75 . Marksmanship 1. all Harry is likely to comment is: ‘I say!’ Unintentionally chauvinistic. Striking Appearance 2 Cheerful 1960s London schoolgirl Dodo treats adventuring with the Doctor as one big game. Science 1 Determination: 4 Awareness: 2. Failure. She is easily scared by the unknown. Dodo typically wears sensible flat black shoes. The outfit was topped off with a floppy red peaked cap. Disguise 2.

These qualities and his bravery do justice to his title of Sir Ian of Jaffa. Cheat Death 1 Control: 4. Outwardly an observer might notice only that they were good friends. He usually wears a neat suit with shirt and tie. JAMIE MCCRIMMON Apparent age: late teens Species: Human. Musicianship (bagpipes) 1 The Doctor rescued Jamie from the aftermath of the battle of Culloden in 1746. He acts nobly and defensively to help his friends and travelling companions. He wears a kilt and sometimes a plaid. but the Time Lord’s superior attitude and constant testing irritate him and can lead to arguments and a very strained atmosphere. a dirk which is usually stuck in the top of one of his long socks. Jamie is brave and sometimes has to be restrained from rash actions that would endanger his life. Driving 1. Blunt Weapons 1. Ian has a handsome. although their relationship has developed only during their travels with the Doctor. Edged Weapons 2. who cannot always work out what the Doctor intends to do. He is more a fighter than a thinker. likeable face. Unusually for one of the Doctor’s companions. His meeting with people from other worlds and times reveal that he has a ready wit. but is ready to adapt to his environment and wear period clothes. Jamie is a brawny youth with brown hair and blue eyes. Resourceful Pockets 1. hardy and full of fighting spirit. but he has a shrewd mind which is quite capable of tackling practical problems. is quietly heroic: he might only boast of his exploits after an adventure has ended. The Doctor effectively inhibits Ian’s resourceful and inventive nature and arguments are often only prevented by the intervention of fellow companions. The young highlander is tough. Cheat Death 1 Control: 3. Edged Weapons 2. Jamie has no difficulty understanding how to use weapons such as blasters. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. 76 . He is fond of the Doctor. neatly cut brown hair. When he does understand what is happening it is quite likely that he will unintentionally blurt out part of the plan before realizing that it was meant to be a secret. Science 1 Determination: 4. The Doctor’s actions sometimes puzzle Jamie. Jamie carries a weapon. Marksmanship 2. however. Such dressing up brings out the dandyish side of his nature: he will often ask female companions what they think about his outfit. although his upbringing means he is superstitious and largely ignorant of technology. Although Ian is hot-tempered. particularly Barbara. Ian has adjusted well to time travel and finds the exploration of new worlds is stimulating. Despite coming from a culture which uses muskets and flintlock pistols. awarded to him by King Richard I of England at the time of the Crusades.DOCTOR WHO — TIME LORD IAN CHESTERTON Apparent age: early 30s Species: Human. Brawling 2. Mountaineering 2 Size: 4 Weight: 4 Move: 3. Striking Appearance 1 Ian is a forthright teacher who frequently questions the motives and actions of the Doctor. Running 1 Knowledge: 4. Strong Passion (Barbara Wright) 2 Awareness: 3. green eyes and short. his tunic if often supplemented or replaced by clothes from the TARDIS’s wardrobe. Acute Hearing 1. his quick-thinking is a constant help when negotiating with other people. Earth Equipment: Dirk (Wounds 4) Strength: 5. He is close to fellow schoolteacher Barbara Wright. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Brawling 2. he rarely loses sight of his logic in an argument. Earth Equipment: Minor useful items typically found in an Englishman’s jacket pockets Strength: 5. Ian.

but invariably hinders him or disrupts his experiments. Running 1 Knowledge: 4. She is slightly scatterbrained and decidedly accident prone. Jo also tends to wear chokers. Highly sensitive scanning systems allow K9 to report on the presence of approaching people or creatures. his portable computer and doglike companion. Special Immunity. Cryptanalysis 1. in effect. Radiation 1) with a weak point (neck. He communicates with his master by speech. even though he may not be able to explain it simply. K9 Apparent age: N/A Species: Robot dog Equipment: Reflective armour casing (Armour 6. Medicine 1. and delivered in a rising electronic voice. It is sometimes hard for some observers to believe that petite. Serendipity 3. She wears fashionable clothes from the early 1970s: brightly coloured. He has been programmed with everything his inventor knows and can rapidly assimilate new information. Con 2. blaster (Wounds 7 on kill. especially if forced extensively to use his blaster. Driving 1. Keen Sight 2. Acute Hearing 4. often with the best of intentions. Although her placement is because of family influence. Stealth 1 Size: 5 Weight: 2 Move: 2 Knowledge: 6. Mathematics 2. appealing nature that often enables her to get people to co-operate with her rather than being obstructive. Precision 3. K9 can reliably store and recall data using his computer circuits. Computing 2. Escapology 2. Science 1. battery powered and capable of independent action and thought. and is eager to show that she can be of use when one of her specialities is needed. ‘Affirmative’ or ‘Negative’. The Doctor also cannot resist tinkering to repair or improve parts of 77 .DOCTOR WHO — TIME LORD JO (JOSEPHINE) GRANT Apparent age: mid 20s Species: Human. chunky rings Strength: 3. she is quite competent in some areas. The accuracy of his English can be quite humorous. pleasantly attractive face. K9 has an inquiring mind. Lockpicking and Safecracking 2. K9 can be infuriating to work with as he will orally correct the errors of his master or mistress. Tracking 2 Professor Marius of the Bi-Al Foundation designed and built K9 to be. is a sweetie. blue-grey eyes and a cheerful. She is ideal for wheedling supplies out of hardened quartermasters and the like. quite simply. Armour 2). K9 is mobile. Always logical and precise. rounded collars. Electronics 1. Size 7. First Aid 1 Determination: 2. attractive Jo is a fully trained UNIT agent. she wears one or more rings on each of her fingers — a gaudy selection of chunky jewellery. confined to one word questions such as ‘Master?’ or ‘Mistress?’ or brief replies such as ‘Mission accomplished’. Martial Arts 1. TARDIS 1 Determination: 6 Awareness: 4. His responses are short. Cheat Death 2 Control: 3. UNIT’s headquarters is considerably brightened by Jo’s presence. baggy paisley or flower-patterned blouses with large. Explosives 1. Cryptanalysis 1. Stealth 2 Size: 4 Weight: 3 Move: 3. but her irrational or clumsy actions often have a habit of working out for the best. counterpointing the sometimes vague requests or statements of the Doctor. Wounds 3 on stun) Strength: 3. however. Most noticeably. Marksmanship 3. Striking Appearance 2 Poor Jo always tries to help the Doctor. Regenerative Powers (circuits only) 3 Control: 3. Independent Spirit 2 Awareness: 3. including their numbers and probable intent. For a robot. The greatest weakness of K9 is his reliance on battery power: he needs recharging from time to time. an extendible probe in the centre of his forehead allows K9 to make contact with machines and other computers — including the TARDIS’s — to exchange information. Jo. Jo has a lovable. miniskirts or crisply pressed flares and clumpy platform-soled boots. Jo has mid-length to long straight fair hair. Earth Equipment: Lockpicks and skeleton keys. Acute Hearing 1.

Detective Powers 1. LEELA Apparent age: mid 20s Species: Regressive Human Equipment: Hunting knife (Wounds 4). Running 1 Knowledge: 2. She will often unintentionally contradict the Doctor. She is quick to suggest killing an opponent as a way to get rid of him. Electronics 2. Cryptanalysis 1. has long brown hair. tancoloured hunting leathers and knee-length leather boots. ribbed link. Stealth 1 Size: 4 Weight: 3 Move: 3. tanned skin and typically wears hard-wearing. A push-button control panel is located in the centre of his flat back. Driving 1. K9’s flat-sided. Her speciality. about 50cm tall. Running 1 Knowledge: 5. Iron Constitution 2 Control: 5. K9 can issue printed reports using the hard copy output located in his mouth. Archery 1. and she often takes independent and sometimes rash action against the advice of the Doctor. leaving him out of action and in bits in the TARDIS. K9 is ingot-shaped. tough leather body armour (Armour 3). LIZ SHAW Apparent age: late 20s Species: Human. The Doctor can summon K9 by blowing on a sonic whistle to which K9’s audio-circuits are programmed to respond. she stayed on as the Doctor’s assistant. however. is meteorites. his tail is a radio aerial. 80cm long at the base and built out of a grey metallo-plastic. Disguise 1. Leela asks direct questions of the Doctor and other people. First Aid 1. physics and a number of other subjects. but a blinding explosion in The Horror of Fang Rock turned them blue. she also boldly states whether something is within her capabilities. and believes it is right to celebrate the death of an enemy. Independent Spirit 1 Awareness: 4. Poisons 2. Striking Appearance 2. Her movements are catlike and betray her fierce background. doglike head is attacked to his body by a flexible. Her warrior training has made her ruthless and fearless. She always carries a hunting knife and often uses a poisonous janis thorn to paralyse and kill her enemies. Stealth 2. a tribe of regressive Earth colonists who worship remaining items of high technology as relics. A raised cowling on his snout conceals a blaster that has to be extended for use. Striking Appearance 2 Liz Shaw is an attractive.DOCTOR WHO — TIME LORD K9. His visual circuits are protected by a red panel running across his forehead. 78 . Linguistics 2. Cheat Death 2 Control: 4. clever scientist who frequently proves she is more than a pretty face. Acute Hearing 2. One result of her direct nature is that she takes people literally and confuses the meaning of unfamiliar colloquialisms and sayings. She initially had brown eyes. Earth Equipment: None Strength: 3. Acute Hearing 1. Thrown Weapons 2 Size: 3 Weight: 4 Move: 4. when they are questioned by someone. Leela appears to be in her mid 20s. Science 2 Determination: 4. This primitive background means she is superstitious. Computing 2. although her adventures with the Doctor mean she is slowly believing less in magic and more in science. Medicine 2. around which hangs a tartan dog collar. Janis thorn (fast-acting poison 5) Strength: 5. Edged Weapons 2. answering at the same time. Leela has a strongly developed sense of intuition that allows her to sense danger and evil. Wilderness Lore 3 Determination: 5 Awareness: 3. Two curved antennas on his head act as tracking and audio sensors. Keen Sight 2. Tracking 2 Leela is a savage warrior of the Sevateem. Intuition 2. She undertook research at Cambridge University and has degrees in medicine. Originally called in by UNIT during the first Nestene invasion.

she seldom takes orders: she usually has to be convinced of the necessity of doing something before taking action. Eloquence 2. Her other great quality. Cybernetics 2. She is truthful. she can seem squeaky-voiced and anxious. It is easy to tell when she is genuinely frightened: loud screams usually result when Mel is confronted by alien monsters or terrifying situations. she often has to compensate for the Doctor’s sulkiness by explaining events to people or pacifying them. Mel’s long. but Liz also has a tendency to wear outrageously fashionable clothes. MEL (MELANIE) Apparent age: early 20s Species: Human. Dancing 1. green-brown eyes and sharp-featured face would make anyone stand out in the scientific community. Because she is strong-minded. curly red hair makes her distinctive and easy to spot in a crowd. Her outfits are rounded off by knee-length white boots. Bureaucracy 2. Fair hair. she and the Doctor make a formidable research team. the one making up for the shortcomings of the other. Striking Appearance 2 Nyssa is the quiet but clever daughter of Consul Tremas of Traken. Liz has a wry sense of humour and appreciates the Doctor’s irreverent and lighthearted approach to UNIT affairs. Running 1 Knowledge: 5. is that she has a memory like an elephant’s: she does not forget information or details. When she is calm. She is imbued with the peace-loving and noble nature of her father. In spite of her nervous nature. Running 1 Knowledge: 4. NYSSA Apparent age: early 20s Species: Human. Electronics 2. Computing 2. She is quite bright and inventive. cream and brown and she tends to wear pink or cream-coloured miniskirted dresses. flat white shoes or boots. Detective Powers 2. First Aid 1. Mel is quite adventurous at heart and regards her travels in the TARDIS as an exciting. Earth Equipment: None Strength: 3. Acute Hearing 1. She typically wears white sacks with navy polka-dots. Science 1 Determination: 4 Awareness: 3. Electronics 1. As a fitness fanatic. Computing 1. Screaming 1. Marksmanship 2 Size: 4 Weight: 3 Move: 3. as does her tendency to wear candy-coloured clothes. Gymnastics 1. Medicine 2. Mel always seems to be bounding with energy. She is quick-witted and will make the most of any opportunity presented to her. a black. She has subjected the Doctor to a fitness programme. making it sometimes difficult to tell whether she is happy or scared. tried to change the ways of an incorrigible space pirate and attempted to imbue an indecisive coward with bravery. voluminous short coat for outside wear. honest and very trusting. Astrogation 1. Cheat Death 2 Control: 5. and a mid-blue top with white polka-dots and pleated tails. When she is excited. Whether she succeeds or fails is largely immaterial: it will not stop her trying to compensate for the faults of others. Dancing 1. A matching bow in her hair completes her outfit. floppy-brimmed hat. Pseudoscience 1. Con 1. which accounts for her belief that there is good in all things no matter how evil they 79 . Liz becomes quite serious and intense when she has a scientific problem to unravel. Eloquence 1. as the Doctor says. and a white. Stealth 1 Size: 4 Weight: 3 Move: 3. educational experience. Cheat Death 2 Control: 4. Mel has a thin face and dark green eyes. Science 2. Law 2. Temporal Science 1 Determination: 4. Screaming 2 Mel is a tireless reformer of people. Traken Equipment: None Strength: 3. TARDIS 1. qualities that suit her computing work in 20th century England.DOCTOR WHO — TIME LORD Together. Command 2 Awareness: 3. Her favourite colours appear to be pink. Her brilliance is sometimes overshadowed by the Doctor’s own genius.

Her adventures with the Doctor have given her an enviable tan. 80 . at which point she becomes nervous and edgy. blue-grey eyes and long. and she started travelling with the Doctor in the hope of restoring her father to his former self. Stealth 1 Size: 3 Weight: 4 Move: 3. aristocratic. Loyalty and a sense of right and wrong are some of her strongest traits. She quickly gets fed up with places and people if they have no interest for her. Peri will make her opinions known and forcefully ensure that a sensible course of action is taken. Her technical background means she sometimes lapses into incomprehensible scientific speech. wavy auburn hair. All of her bright. This habit makes her unpredictable but also gives her a finely developed sense of trustworthiness: she seems to know when someone intends to harm her friends or herself. although her intelligence rarely has a chance to surface out of the general level of terror that travelling with the Doctor instils in her. summery clothes usually clash with the Doctor’s outrageous outfit. Nyssa has an attractive. Screaming 2. Cheat Death 2 Control: 3. She is also trying to research telebiogenesis to understand the Doctor’s regenerative process. Rather than plan her actions. PERI (PERPUGILLIAM) BROWN Apparent age: early 20s Species: Human. She typically wears her Traken court clothes: a maroon velvet jacket with puffed sleeves and fur trim. a wide smiling mouth. Like Tegan. Peri has a noticeable accent: a high-pitched nasal American voice which has a tendency to whine when she is panicky. and high-heeled shoes. Although she is quiet and thoughtful. She favours wearing brightly coloured culottes with either matching leotards or colourful blouses. brunette hair. Yet if everyone else seems to be wasting time or approaching a problem the wrong way. Independent Spirit 2 Awareness: 3. hazel eyes and shoulder-length straight. Peri has an inquiring. Bioelectronics is Nyssa’s speciality. Peri is easily scared and responds by shrieking piercingly and loudly if she is taken by surprised or confronted by dangerous aliens.DOCTOR WHO — TIME LORD might seem. Her youthful. Nyssa can be provoked into action when those she cares for are endangered. Her trust in the Doctor is absolute. Earth Equipment: None Strength: 3. Peri has an oval face. scientific mind. whose mathematical abilities have enabled her to solve problems that were once beyond her. Science 2 Determination: 3. Peri relies on intuition and instinct. narrow oval face. Intuition 1. None of this gear is particularly suitable for running around strange planets: after several adventures she raided the TARDIS’s wardrobe. She prefers to let other people act and interferes only if they get nowhere. Her inaction and desire to stay in the background can sometimes make her seem a nervous worrier. Running 1 Knowledge: 4. often resorting to bitter sarcasm to make it known that she is unhappy. Her father’s form has been usurped by the Master. a field of knowledge which she has been able to develop with the help of Adric. independent nature means she does not like being lectured by her elders: she is the sort of person that needs warning twice to keep her out of harm. Striking Appearance 2 As an American botany student. tight-fitting trousers of the same material.

Romana is quick to put down people who she believes are intellectually inferior to her and is reluctant to accept the word of a more experienced person as true. Polly is secretary to Doctor Brett of the Wotan project at the Post Office Tower. Stealth 1 Size: 3 Weight: 3 Move: 3. which is where she met fellow companion Ben Jackson. Much of the time the people she meets treat her as an attractive coffeemaker. Haughty and aloof by nature. but also a cheeky one: Polly is fond of pulling kooky faces behind people’s backs. Cheat Death 2 Control: 3. she can happily turn her hand to repairing old electronic equipment. however. Cryptanalysis 1. Her face is heart-shaped with strong cheekbones. however.DOCTOR WHO — TIME LORD POLLY Apparent age: early 20s Species: Human. Polly approves of the wardrobe in the TARDIS which furnishes her with plenty of fashionable clothes appropriate to her debby background. Her employer describes her as a cracking typist. She has extensive theoretical knowledge about many scientific subjects but lacks the experience to apply them. Marksmanship 2. is a good friend and he and Polly often tease each other. First Aid 2. She will often analyse the personality defects of a person out loud in an almost offhand way. To Romana. intelligent Time Lord who was assigned to the Doctor to help him find the segments of the Key to Time. Dancing 2. Iron Constitution 2. the hottest night spot in town. Temporal Science 2 Determination: 5 Awareness: 3. Screaming 2. Polly has an inquiring. Bureaucracy 1. Running 1 Knowledge: 5. Electronics 3. large earrings and heavy eye makeup and looks quite a dolly bird. although she does not protest at being assigned such a role. 81 . MacGuffin 2. the TARDIS is a scientific museum piece that has long since been superseded by more advanced models of time machine. and can be quite gullible if she is told something that she does not already know. Striking Appearance 2 Regal-looking Romanadvoratrelundar — the Doctor calls her Romana — is a young. she is disdainful about high-technology from cultures other than the Time Lords’ because she regards it as primitive. She is a poor judge of character. Whatever difficulties she gets in. Stealth 1 Size: 4 Weight: 3 Move: 3. She is easily scared by monsters and will often scream when one surprises her. Eloquence 1. Once she has plucked up courage. sharp mind and a humane view of life: she is shocked by killing. Pseudoscience 3. she is prepared to argue and ask questions. Striking Appearance 2 Fair-haired Polly is part of the swinging social life of London in the 1960s. She continues this clown-like behaviour on her travels with the Doctor. Ben Jackson. Running 1 Knowledge: 3. Riding 1. Computing 1. Science 1 Determination: 4 Awareness: 3. She knows where to find the top night clubs and regularly goes to The Inferno. Regenerative Powers 3 Control: 4. Sleight of Hand 2. TARDIS 2. Romana makes much of her triple first from Gallifrey’s Academy and can be infuriatingly correct where the Doctor’s apparently illogical and haphazard approach fails. Screaming 1. She typically wears above the knee dresses. despite his rough nature and background. ROMANA 1 Apparent age: late 20s Species: Gallifreyan Equipment: None Strength: 3. That said. First Aid 1. Earth Equipment: None Strength: 3. she will face stoically: it takes something really horrifying for her nerve to crack. Science 3. often not seeing beneath a dishonest facade. Cheat Death 2.

Her travels have made her more independent and she dislikes the idea of having to return to Gallifrey and the stifling society of the Time Lords. Independent Spirit 1 Awareness: 3. MacGuffin 2. Stealth 1 Size: 3 Weight: 3 Move: 3. which leaves her 82 . TARDIS 2. while on Earth with the Doctor she often pursues stories as a freelance. In her first incarnation the 140-year-old Time Lord has long. and a sailor’s outfit with a straw boater. Earth Equipment: Capacious handbag Strength: 3. Temporal Science 2 Determination: 5. auburn. First Aid 1 Determination: 5 Awareness: 4. she wears more practical apparel. First Aid 1. wavy hair and blue-grey eyes. Among her outfits have been a pink parody of the Doctor’s clothes. She is an investigative journalist with an intelligent. Marksmanship 2. Screaming 1. a schoolgirl’s outfit. SARAH JANE SMITH Apparent age: mid 20s Species: Human. Her round. Electronics 3. She frequently demonstrates girlish impulses: she loves to dress up and frequently changes her costume. Her own wardrobe in the TARDIS comprises fashionable for different planets in time and space. inadvertently stumbling across the occasional menace to Earth’s safety in the process. sometimes taking on more than she can really cope with. Stealth 1 Size: 4 Weight: 3 Move: 3. smiling face and impish blue eyes make Romana more approachable in her second incarnation. Serendipity 1. Running 1 Knowledge: 4. Sleight of Hand 2. Practicality is seldom considered when she chooses what outfit to wear for her adventures: her apparel is often more in keeping with high fashion at a king’s court. however. about his tendency to make rash decisions and becomes indignant when the Doctor blames his mistakes on her. more frivolous side of Romana’s nature. She is still worried. Although she constantly changes her clothing. Cheat Death 2 Control: 4. including a long white scarf. such as making the tea or tidying up. Cheat Death 2. Pseudoscience 3. Bureaucracy 1. She has long. The change has brought out the lighter. Bureaucracy 1. In spite of the change. Running 1 Knowledge: 5. Her outbursts at male chauvinism — of which the Doctor is sometimes guilty — are often unheeded. Romana tends to analyse and work on problems quietly rather than discussing them and co-operates rather than conflicts with the Doctor’s approach to them. And she will try to tackle any task that she believes she is the equal of any man at doing. Striking Appearance 1 Sarah Jane Smith is a liberated woman from Earth in the 1970s. Romana is beginning to realize her full scientific potential because of the experience she receives from each new adventure. making her nearer to the Doctor in temperament. well-tanned face make her almost classically Grecian in appearance. Cryptanalysis 2. Resourceful Handbag 1. Regenerative Powers 3 Control: 4. Escapology 1. however. a regeneration she went through on a whim rather than out of necessity. ROMANA 2 Apparent age: early 20s Species: Gallifreyan Equipment: None Strength: 3. straight fair hair. Iron Constitution 2. Con 1.DOCTOR WHO — TIME LORD Romana’s aristocratic bearing and elegantly featured. she has retained her intelligence and scientific interests and abilities. She will happily disobey the Doctor to pursue her own line of investigation. Driving 1. especially when she believes she excels in a topic that the Doctor is weak on. inquiring mind. Computing 1. She lives up to the popular image of feminists at the time: she objects to being told to do things that men regard as women’s work. Science 3. Striking Appearance 1 Princess Astra of the planet Atrios provided the model for Romana’s second incarnation as a Time Lord.

Brawling 2. typically brown with wide lapels and even wider flares. who snaps rejoinders for Steven to call him by his proper name. Sarah. Lockpicking and Safecracking 1. mid-length skirt and thick woollen pullover. however. Driving 1. Her career and tendency to storm off in a huff or in exasperation mean she gets into quite a few scrapes from which she needs rescuing. On the planet Mechanus. He is dependent on the TARDIS’s wardrobe for clothes because his space fatigues were badly torn and dirtied after two years’ imprisonment on Mechanus. Whatever he picks is slightly unfashionable. She often makes up for lack of skills by tackling a problem enthusiastically. Her attractive. Escapology 1. the Doctor will goad her onwards. Astrogation 2. for more expected adventures she resorts to wellington boots. Steven rarely takes anyone’s statement at face value. His self-confidence often does not make up for a lack of foresight in planning or poor timing. His habit of calling the Doctor ‘Doc’ irritates the Time Lord. an action that almost cost him his life. Such an attitude makes Steven seem blunt and tactless. Sarah’s clothes range from the fashionably smart to the downright practical. however. heart-shaped faced is framed by mid-length black hair. although any slights are usually unintentional. At one time she might wear a matching trouser suit.DOCTOR WHO — TIME LORD feeling quite indignant. A handsome man. Computing 1. He is almost smug when he has information that no one else has discovered or worked out. self-confident nature seems impervious to criticism. if he has no one to back him up. Steven irrationally rushed back to save his panda mascot. resourceful but not always inspired spaceship pilot for whom direct action seems to be the best course. when she is on the point of giving up. Piloting 2. 83 . Quick Recovery 1 Control: 4. Stealth 1 Size: 3 Weight: 4 Move: 3. Steven has strong features and neatly coiffured light-brown hair. Running 1 Knowledge: 4. STEVEN TAYLOR Apparent age: late 20s Species: Human. His rashness is tempered only by the extremes of a situation. This seems to have no effect on Steven. whose easy going. or by the intelligent reasoning of a companion such as Vicki or the Doctor. First Aid 1. for example. Marksmanship 1. cream and orange striped turtleneck top and brown slacks. Pain Resistance 1. or errs on the side of tastelessness. Earth Equipment: Panda mascot Strength: 5. such as a brown. Striking Appearance 1 Steven Taylor is an adaptable. Sarah gets on well with her fellow companions in the TARDIS and especially the soldiers of UNIT such as Sergeant Benton and Captain Yates. such as a stiff-looking fawn corduroy suit. Leaping 1. although she becomes quite despondent if she fails. a bright yellow waterproof coat. Edged Weapons 1. is plucky and will try to extricate herself from difficulty on her own. She protests heartily at any hardships. He is something of a sceptic and tends only to believe that which he can confirm himself. Steven is strong-minded enough to make deliberate insults to a person’s face. she has blue eyes. Wilderness Lore 2 Determination: 4 Awareness: 4.

Iron Constitution 2. Temporal Science 1 Determination: 3 Awareness: 4. Running 1 Knowledge: 6. She has described herself as just a mouth on legs: she will often speak without giving a matter full thought with the result that she ends up in trouble or doing something she would rather not have done. She distrusts Turlough mainly owing to what is.DOCTOR WHO — TIME LORD SUSAN FOREMAN Apparent age: late teens Species: Gallifreyan Equipment: Small handbag Strength: 3. Only Tegan would shoulder-charge a Cyberman just to put it off its stride! She can become quite emotional. although her eyes betray a knowledge far greater than that of the Earth schoolgirl she resembles. Science 1. Computing 1. and often displays a good sense of initiative when opportunities present themselves. She has since changed into what she must regard as more practical garb for visiting alien worlds — typically a short. First Aid 1. especially if the Doctor seems to be doing nothing to resolve a problem. In human reckoning she looks to be about fifteen years old. Her immaturity sometimes shows when she behaves childishly or selfishly. Cheat Death 2 Control: 4. Con 1. She is in her early twenties. and her impulsiveness can sometime lead to misfortune. she is a bright and cheerful woman. Tegan has short auburn hair. 84 . TARDIS 1. Susan is too young to know much about the universe. however. Such suspicion is justified while Turlough is in the Black Guardian’s thrall. Cheat Death 1. Marksmanship 1 Size: 4 Weight: 4 Move: 3. framed by her arched black eyebrows and shock of unruly black hair. Striking Appearance 2 Tegan is an outspoken Australian air stewardess who wandered into the TARDIS believing it to be a police box. she does not proclaim herself to be a feminist: she would rather act than take the time to explain. hazel eyes and an attractive face with a strong jaw-line. Despite her independent spirit and unwillingness to be forced into roles that demean her. his shifty behaviour. narrow slacks. Earth Equipment: None Strength: 3. but not once he is free of the Guardian’s influence. have a distant. cotton print dress in bright irregular splashes of colour and red court shoes. thereby bringing hardship on herself and forcing her companions to help her. Susan rarely has a clear plan of action. short skirt and hat. She is an active companion. TARDIS 1 Determination: 5. Susan typically wears stirruped. Striking Appearance 2 Susan is a young Time Lord who fled Gallifrey with the Doctor in the TARDIS he borrowed. Artist 2. TEGAN JOVANKA Apparent age: mid 20s Species: Human. Running 1 Knowledge: 4. Independent Spirit 1 Awareness: 3. She is brilliant at some subjects. When she is not unbalanced by fear or a sense of panic. she is an improviser. Susan is resourceful and inventive. Even for a Time Lord. Her affection for the Doctor is strong and she becomes quite concerned if he goes missing. During her initial adventures with the Doctor. although she sometimes realizes the full implication of what she is involved in and becomes afraid. always ready to leap into action. First Aid 1. in her eyes. irrational and upset. Driving 1. flat shoes and an assortment of plain or striped tops. For forays outside the TARDIS she has a short. Her dark eyes. Regenerative Powers 3 Control: 4. Like the Doctor. Stealth 1 Size: 4 Weight: 3 Move: 3. Tegan continued to wear her lilac stewardess’s jacket. Generally. slightly disturbing look about them. yet shows a shocking ignorance in others. Acute Hearing 2. high-collared sheepskin jacket: she rarely wears appropriate clothing for the conditions she must face. however.

to let other people get on with a task. grey shirt with a wing collar. Running 1 Knowledge: 5 Determination: 3 Awareness: 3. Science 2. Her spaceship crashed on the planet Dido. His determination to keep his background a secret gives him a furtive. TARDIS 1. Command 2 Awareness: 4. Her youth and naivety mean that she is easily taken in by other people. The Doctor’s best opinion of her would be as a foolish child. Cheat Death 2 Control: 4. Stealth 2 Size: 4 Weight: 3 Move: 3. Vicki is quite resourceful and can cope with surviving on her own: in The Chase she even sneaked aboard a Dalek time machine so that she had a chance of joining the Doctor after they had been separated. Such odd behaviour can also be attributed to his original patron. Running 1. Although Turlough seems to act the coward and often advocates leaving the scene of an incident as an way out. landing herself in trouble. Animal Empathy 1. He a criminal in the eyes of the Trion people and is in political exile along with the rest of his family. too. direct nature conflicts with Turlough’s detached. VICKI Apparent age: mid teens Species: Human. One mark. Bargaining 1. might give away his criminal status to someone if Turlough were careless enough to reveal it. Vicki is a quite likeable girl on the whole and gets on well with fellow companions Ian and Barbara: Barbara’s mothering instinct is strong when Vicki is around. His attitude often causes conflicts with Tegan. however.DOCTOR WHO — TIME LORD TURLOUGH Apparent age: late teens Species: Trion. he is slightly contemptuous of the primitive people of 20th century Earth. Transmat 1 Determination: 3. who used him as a tool to try to kill the Doctor — an obligation of which Turlough is now free. Stealth 2 Size: 3 Weight: 4 Move: 3. Computing 1. a Mesos triangle on his upper left arm. He is reluctant. Cheat Death 1. Con 1 Turlough appears to be a normal Earth male in his mid to late teens. She is bright but seemingly innocent. Swimming 2 Knowledge: 6. Because she is so young. and will become sulky or even wander off to find something else to do. Driving 1. Vicki has one great weakness: she is absolutely terrified of heights. whose brash. the Black Guardian. Pseudoscience 1. Despite her weaknesses and childish behaviour. his behaviour is attributable to a desire to find a calm and rational answer to a problem. Screaming 2 Vicki is an orphaned colonist from Earth in the 25th century. Earth Equipment: None Strength: 2. mysterious air. but is really a Trion who has been exiled to Earth. Ian and Barbara. He is scrupulous in his efforts to keep the brand hidden. she lacks the determination to apply herself to problems to which the solution is not apparent and will give up easily if she seems to be getting nowhere. although he would be concerned if she went missing. from which she was rescued by the Doctor. a black tie with fine yellow stripes and black shoes. He would rather use charm to make a person to see his point of view than argue heatedly. She lacks the patience. Astrogation 1. He typically wears the uniform of his public school: black blazer. waistcoat and trousers. exile Equipment: None Strength: 4. ginger hair and blue eyes. Because Turlough comes from an advanced culture. calm approach. Turlough is quite capable of taking decisive action when it is needed. Iron Constitution 1 Control: 4. and easily terrified by alien monsters. about being pushed into things that he would rather not do. and will often accept people for what they say they are. 85 . Turlough has short.

roundish face and mid-length fair hair that she sometimes wears in twin pony tails. Leaping 1. Left to his own devices he can cope with most situations. Range 4). is too bulky to allow the Doctor free movement in the TARDIS’s control room. Mechanics 1. For all his loyalty and his experience. Earth Equipment: None Strength: 3. however. Bureaucracy 1. Eloquence 1. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Electronics 1. Marksmanship 2. She is a demure young lady. In her initial travels with the Doctor. This comprises a dress with several layers of petticoats and formidable and constricting undergarments. He will get the job done competently and conscientiously. She tends to tease him to get him to do things he might ordinarily balk at. Cheat Death 2 Control: 3 Size: 4 Weight: 3 Move: 3. however. Wilderness Lore 1 Determination: 3. but he is best in a support role or when leading men against other men. Screaming 3. she does borrow form the TARDIS’s wardrobe. and mid-length dark hair. Travelling with the Doctor is gradually changing Victoria’s outlook and making her less shockable and much bolder. Striking Appearance 1 Victoria is the daughter of the Victorian scientist Professor Edward Waterfield. Victoria wears full Victorian dress as appropriate to her standing. however. jacket. Command 2 Awareness: 4. Running 1 Knowledge: 3. He is a typical young army officer: bright. Quick Recovery 2 Control: 4. Driving 1. Such an outfit. and her upbringing means she is modest in behaviour and dress. Jamie McCrimmon. a fellow traveller. although he seems to lack the imagination and foresight that would make him a 86 . Stealth 1. Yates is a little unnerved by the frequent encounters that UNIT has with aliens and he lacks the steadiness of mind that the Brigadier and Benton demonstrate in such confrontations. At time. and tends to faint at horrifying sights or to scream in terror. he reassures her and acts protectively towards her. By nature he is restless and does not like sitting around doing nothing when something should clearly be done. VICTORIA WATERFIELD Apparent age: late teens Species: Human. She has a round face. Mike Yates presents a dashing figure. Striking Appearance 1 As a captain in the United Nations Intelligence Taskforce. and has even dressed as a medieval page boy during her adventures. CAPTAIN YATES Apparent age: early 30s Species: Human. He is a stickler for form except when he is off-duty or on undercover assignments. walkie-talkie Strength: 4. Yates tends to be chauvinistic and is reluctant to let the Doctor’s female companions imperil themselves. She is a small girl in her late teens. blue eyes.DOCTOR WHO — TIME LORD Vicki has a youthful. however. and so Victoria has been persuaded to overcome her timidity and wear more practical clothes: she typically wears a knee-length skirt — quite shocking for a generation of women not used to revealing even their ankles — or walking clothes of britches. Blunt Weapons 1. Brawling 1. long socks and sturdy boots. In return. Earth Equipment: Automatic pistol (Wounds 5. well-spoken and charming. is someone she can understand: he comes from a slightly more primitive time than she does. When he was killed by the Daleks she joined the Doctor on his adventures through time and space. Running 1 Knowledge: 4. but much of what he knows is familiar. Piloting 1. Science 1 Determination: 3 Awareness: 3. She typically wears a simple dress with diamond-shaped piping at the hems and collar: the material is dirt-repellent and non-creasing and does not need cleaning. with an ability to get on well with his men and his senior officers. Cheat Death 1.

Computers seem almost like toys to her owing to her ability to quickly work out programs in her head. Robotics 1. Zoe is keen to learn about items and processes she has not come across. handsome face.DOCTOR WHO — TIME LORD brilliant officer: Yates is usually at least one step behind the Brigadier when it comes to planning. Yates is slimly built. or black plastic miniskirt and short-sleeve jacket. Zoe is tough and quite able to defend herself. sparkly Emma-Peeler catsuit and white. Running 1 Knowledge: 4. She is coolly confident in her own abilities and sceptical of even the Doctor’s attempts at coping with technology. and will ask pertinent. Despite her small. with a narrow. blue eyes and short. Stealth 1 Size: 4 Weight: 3 Move: 3. such as a dark. 87 . Martial Arts 2. smooth-skinned face is set off by penetrating brown eyes that are usually emphasized by heavy. pink scallops. Screaming 1. Thick. straight black hair that is forced up and back by a narrow headband falls forward to frame her face. Temporal Science 1 Determination: 4 Awareness: 4. At the same time she can be quite terrified of the unknown or of hostile or dangerous creatures. Zoe typically wears futuristic clothing. capable leader. ZOE Apparent age: late teens Species: Human. searching questions to further her knowledge. Intuition 1. Photographic Memory 2. Zoe is a product of the Earth of the early 21st century. Cheat Death 2 Control: 4. dark make-up. primitive ones. childlike frame and features. Science 2. He is invariably in full captain’s uniform because of his extensive office role at UNIT headquarters. Mathematics 2. Her round. Her mental powers are phenomenally advanced and are demonstrated by her power of total recall. Astrogation 2. Earth Equipment: None Strength: 3. Piloting 1. In The Mind Robber she bested fictional comic superhero The Karkus in combat through the use of self-defence. and black plastic boots. such as the ones of 20th century Earth. pointed ankle-boots. He is an able second who benefits most from working under a strong. both edged with broad. simply infuriate her. Striking Appearance 2 Highly intelligent Zoe is almost a mental rival of the Doctor: she believes that the Doctor is not quite as intelligent as she is! She is certainly more adept at dealing with computers than he is and deserves her space station rank of astrophysicist and astrometricist first class. Computing 3. Electronics 1. mid-brown hair.

Each one embodies part of the Nestene intelligence. he should feel free to do so. they have the physical strength of an Auton and the mental powers of their subject. have changed considerably since their first appearances in the DOCTOR WHO series. because the bullets are absorbed. The aliens presented here are also only typical of their types: in most cases. but Autons have not been known to use this setting. and to detail them all in terms of the TIME LORD rules would warrant a book on its own. for example. They are not a succession of monsters to be blown away by trigger-happy companions. if possible. the most dramatically effective version of an alien has been chosen: the Cybermen detailed in TIME LORD. Special Immunity (bullets) 2 Control: 2. They look like shop window mannequins. the replicant. Where doubt about abilities has arisen. Referees should bear in mind that aliens such as the Daleks also have scientists and engineers. lumbering movement that can betray their true identity. Make a note of any special abilities that do not appear in Part Three: these are powers that are not available to player characters. If any referee wishes to make certain monsters tougher or weaker than they appear here. and can pass for humans when they are dressed appropriately and given face masks. Armour The resilient plastics body of an Auton counts as full Armour 8. It is possible. It is inevitable that some people’s favourites will be missing. The fingers of the Auton’s hand flip downwards to reveal the narrow gun barrel. The aliens presented here. In addition. At the same time it is important to remember that many of the numerical values assigned to abilities have been chosen to give a balanced game. but it should be easy enough to create them. and it is here that it is important to stress that TIME LORD is an interpretation of the DOCTOR WHO universe. robots fabricated from plastics and given crude human features. watch a video tape of an episode containing the aliens that are going to be used in an adventure to get a better idea of their mannerisms and their strategies. therefore. it inflicts 3 Wounds when set to stun. Marksmanship 2 Size: 3 Weight: 4 Move: 3 Knowledge: 2 Determination: 6 Awareness: 4. Replicant Autons are indistinguishable from the real person and can think for themselves. When different backgrounds conflict. Some enemies. An Auton inflicts 2 Wounds if it strikes with its fists. particularly the Daleks and Cybermen.DOCTOR WHO — TIME LORD ALIENS A great many aliens have been encountered by the Doctor on his travels. if any attack from a firearm which gets through armour but fails to overcome its special ability of Special Immunity (bullets) inflicts no Wounds. Role-play them convincingly. for example. At all times. the statistics are for warriors of a particular culture. Wounds 3 on stun). but very difficult to damage a Dalek or Cyberman with rifle fire — players should not count on their ability to do so — and it would take an increase of only 1 to these aliens’ Armour value to make them virtually invulnerable. Disguise 2 Autons are the mindless slaves of the Nestenes. AUTONS AND THE NESTENE INTELLIGENCE AUTON Weapons: Blaster (Wounds 6 on kill. fist (Wounds 3) Armour: Full Armour 8 Strength: 5. just as humans do. are of necessity a selection of old and recent enemies. Brawling 2. TIME LORD uses the most consistent one or fills in a few details! The referee should. are those that appeared in The Moonbase and The Tomb of the Cybermen. can be made using the mind print of a person. Weapons Built into the right hand of every Auton is a blaster that inflicts 6 Wounds. Autons have a characteristically jerky. especially as far as combat goes. A sophisticated version of the basic Auton. remember that aliens are full characters. 88 . a group mind that in parts can control individual Autons and report back to the mental core. Feel free to add or remove abilities to create specialists. and make sure that they convey the full menace of their television counterparts.

the Nestenes can be driven away by a device emitting the correct frequency to disrupt or block its mental processes. mutually telepathic intelligence that takes corporeal form as a cephalopod — a giant octopus. the intelligence inflicts 5 Wounds on its target unless that person can break free. Control 3 and Move 1. 89 . The plastics objects are activated by heat or sonic signals: a drop in temperature deactivates them. Marksmanship 2 Size: 2 Weight: 5 Move: 2 Knowledge: 8 Determination: 7. in effect working like a slow-acting poison with an attack rate of one action turn and maximum Wounds of 4. the intelligence attacks with its tentacles with the aim of grappling and then crushing its attackers. Inflatable chairs can be made to suffocate people. Weaknesses Like its Auton subjects. and plastic flowers made to spray suffocating films in people’s faces. Plastics that its servants have molecularly adjusted can be controlled by the intelligence. it imbues with its ability of Hypnotism (but only at the agent’s Determination). Hypnotism 1 Awareness: 3 Nestenes is the collective name for a disembodied. All count as attempts to suffocate the defender. plastic dolls or cables animated to strangle them. NESTENES Weapons: Tentacle (inflicts Wounds 5 a turn after grapple attack) Armour: Full Armour 7 Strength: 5 Control: 6. in the hope that the scientifically curious will study the globes: whoever finds one first is mentally attacked by the intelligence to provide it with an agent who can prepare for the full materialization of the Nestenes on the planet. When it finds one. The Doctor might typically achieve this by building a MacGuffin that jammed the brain waves of the controlling Nestene. it sends a swarm of meteorites — plastics globes containing part of its being — to the planet. seeking out suitable planets to colonize. Brawling 2. The intelligence needs to destroy any native population in an area so it can materialize in complete safety. it is immobilized. Armour The thick. Weapons In its corporeal form. The intelligence travels through space. Plastics objects vary in Strength. Each round after a successful grappling attack has been made. Control and Move. Plastics materials are the Nestenes’ tools: they can control molecularly adjusted plastics to create the robotlike Autons or to make ordinary household objects into weapons of terror. rubbery skin of the corporeal form has full Armour 7. Whoever the intelligence takes over. but are typically Strength 3.DOCTOR WHO — TIME LORD Weaknesses If an Auton can be deprived of contact with the Nestene intelligence.

disease. Cybermen are disturbing simply because of their sheer inhuman behaviour. Armour The metallo-plastic skin of a Cyberman counts as Armour 9 full armour. which had returned to its home solar system. Their lack of fear makes them terrifying warriors to encounter. Cybermen can discharge part of their internal power to stun an enemy. which inflict 6 Wounds. in order to become Cybermen. 90 . owing to their scientific advances. These Cybermen have Knowledge 7. Precision 1. cold) 3 Control: 3. Science 1 Determination: 7. their scientists eliminated what they saw as imperfections in their brains: emotions. especially considering their resistance to most other species’ weapons. which coupled with their resistance to cold and heat means they survive where humans would perish — even outside spaceships. With no lip movement and no body language to observe. it was during such an attack on Earth in 1986 that the first Doctor destroyed Mondas. Martial Arts 1 Size: 3 Weight: 5 Move: 3 Knowledge: 6. discovered time travel). Cybermen speak with a perfectly flat. those that reject the conditioning are often used as workers or infiltrated as superhuman spies into target societies. except the brain. Explosives 1. The once human inhabitants of their home planet. The optical units can be switched to see into the infra-red spectrum. Human bodies. Extreme cold. Cybermen are preternaturally strong. Whenever an invasion force of Cybermen travels through space. Cybermen look just silver-coloured metal men. because they do not need to breathe. Computing 1. It is the object of propagating the Cyberman race that drives them to travel through space (they have not. with metal or plastic parts. Mondas. The solid. Their faces are impassive metal masks. tubelike weapon clips onto the base of the chest unit. Iron Constitution 2. however. just clinically logical in their actions: they have no concept of fear. seldom leaves their adopted home planet of Telos. a Cyberman has antennas that emerge from the side of its head and connect to the top. Special Immunity (heat. They are completely immune to vacuum. Cryptanalysis 1. with only circular holes where eyes should be. Weapons Cybermen carry blasters that use electrical energy and which inflict 8 wounds when set to kill and 4 Wounds on stun. radiation. Indomitable Will 1 Awareness: 2. however. In addition to their hard. are essential to the survival of the Cybermen. Cybermen have also developed mind-controlling machines used in combination with neurotoxins to enslave weak-willed humans. The Tombs of the Cybermen on Telos are riddled with refrigerated chambers to which the Cybermen retreat when they must conserve energy. silver humanoid giants that are immune to the extremes of heat and cold and free from the ravages of disease. Wounds 4 on stun). because the Cybermen can increase their numbers only by converting suitable subjects. a process of physical replacement and mental conditioning. metal fists. the leader of the Cybermen. about 2. joy or cruelty. and a harsh slit for a mouth. Marksmanship 2. pity.like unit on their chests. Because their weak. where a small metal grille conceals a heat-exchanger. They became Cybermen. fist (Wounds 6). Cybernetics 1. twangy electronic voice: their speech circuits are incapable of inflection. without which they have become creatures of pure logic. as yet. The Controller. the bulk of it travels in cryogenic silos from which it must be awakened. Eventually. Expeditions are led by a Cyber Leader. The chest unit also houses communication equipment and a light. electric charge (Wounds 3) Armour: Full Armour 9 Strength: 6. patrols are headed by a Cyber Lieutenant.1 metres tall. Instead of ears. Earth and its colonies are therefore often chosen as targets of Cybermen attacks. forces Cybermen into hibernation. Hydraulic pipes run over their flexible metal skin and into the accordion.DOCTOR WHO — TIME LORD CYBERMEN & CYBERMATS CYBERMAN Weapons: Blaster (Wounds 8 on kill. Tracking 2 Cybermen are neither evil nor good. The electrical discharge from their fingertips inflicts 3 Wounds and counts as a ranged weapon with a range of zero areas. Captured humans are cyberized. developed the science of cybernetics to the extent that they could replace every part of the human body. They have a good grasp of tactics and know that their invulnerability disconcerts an enemy. fleshy frames have been replaced.

injects Wounds 4 poison). shooting both out will deactivate but not destroy the creature. A cybermat’s bulbous head has two large white eyes. Marksmanship 1. depriving the base of any materials that might be used against the Cybermen. with a rate of decay of 1 an action turn. Cybermats may also be equipped with specialized venoms: in The Wheel in Space they used a metal-corroding fluid to destroy the space station’s supply of bernalium. Armour As Cybermats are constructed from the same tough metallo-plastic used to build Cybermen. semi-intelligent robots to infiltrate enemy bases. The second type of venom is deadly: it is a Wounds 4 fast-acting poison with an attack rate of one action turn. The most commonly used venom is a neurotoxin. It must be administered through a Cyberman’s chest grille because it works by corroding the elements of the heat. 91 . Instead. Stealth 3 Size: 6 Weight: 2 Move: 2 Knowledge: 2 Determination: 6 Awareness: 4 Cybermats look like giant silverfish. Weaknesses A Cybermat’s eyes count as Size 8 unarmoured targets. but count as fast-acting poisons that bypass armour and directly attack a Cyberman’s Strength. The metallo-plastic armour of a Cyberman is vulnerable to particular combinations of organic solvents.DOCTOR WHO — TIME LORD Weaknesses Cybermen need recharging periodically: each hour a Cyberman is mobile counts as a cumulative difficulty against Strength against which each Cyberman must test at the end of every hour in order to remain active. they have full Armour 9. It has a range of 1 area. Gold counts as a fast-acting poison. The one used against the Cybermen in The Moonbase would be Wounds 4. Cybermen employ these small. Wounds 5. which counts as a Wounds 4 fast-acting poison with an attack rate of one research turn. but only paralyses its target. This does not kill although it does induce unconsciousness if it beats the Strength of its target: if it reduces the victim’s Wounds to his death point. The Wounds inflicted count only as an increased difficulty against the target’s Move. two antennas. cream-coloured tentacles which brush the ground. therefore. if the Cybermat’s bite gets through armour. Weapons A Cybermat’s main weapon is its poisonous bite. which inflicts 4 Wounds but only for the purposes of penetrating armour: it does no real damage. CYBERMAT Weapons: Bite (Wounds 4 to penetrate armour. Cybermats can emit a weak energy bolt from their eyes. for the first six hours after activation because their Strength automatically beats the difference for the first five hours. and a frill of short. Cybermen are always mobile. range 1 area) Armour: Full Armour 9 Strength: 2 Control: 2. The grille in the centre of a Cyberman’s chest unit is the only physical weak point: it is Armour 3 and counts as a Size 7 target. it means that person can be conditioned by the Cybermen’s mind-controlling apparatus. They are about 50 centimetres long and built from flexible metal segments. Cybermats typically move through the service tunnels and ventilation ducts. These vary in effectiveness. where they secretively destroy materials and personnel.exchanger. Leaping 2. it injects one of two types of venom. energy bolt (Wounds 4. causing the Cyberman to seize up. inflicts 4 Wounds.

The Daleks also enslave the populations of planets they conquer to provide work forces to exploit mineral resources. They have cream and gold armour and are led by the Emperor Dalek. Wounds 4 on stun) Armour: Full Armour 9 Strength: 4. Cryptanalysis 1. Dalek armour is shaped like a pepper pot about 1. The mutant itself has Control 4 and Move 1. Indomitable Will 1 Awareness: 2. Pure strain Daleks have grey and black armour and are led by the Supreme Dalek. they also have the power of speech through a builtin electronic voice box. Science 1. the values of Control 1 and Move 2 are those of its armour. Computing 1. an abnormally intelligent mutant specially bred for the purposes of leadership. calculatingly efficient creatures that are bent on dominating the universe: their might and technology are such that they instill fear into other intelligent species. ‘The Doctor is an enemy of the Daleks. Science 1 Determination: 6. Their conversation tends to be along the lines of: ‘Exterminate’. Daleks are divided into two warring factions: pure strain and Imperial Daleks. Robotics 1. its manipulator arm and blaster are connected to the mid section by ball-and-socket joints and may be replaced by other weapons and tools such as a cutting torch. Temporal Science 1 Determination: 6. All Daleks have no benign emotions because Davros biogenetically engineered these weaknesses from their minds. they have lost the powers of intuition and inspiration. Command 2. Computing 1. Time is no longer a barrier to the Daleks. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 6. revenge and cruelty. Gloating 2. A single eye-stalk juts out of its domeshaped head. Although Daleks are linked into a communication network. Both factions use other species to compensate for their limited mobility. because its armour is coloured black. Special Immunity (radiation) 2 Control: 1. the Daleks are undoubtedly the most evil creatures the Doctor has ever had to fight. Iron Constitution 2. he must be exterminated’ and ‘Halt or you will be exterminated’. The lower. Ogrons are particularly favoured because they are stupid but loyal. Explosives 1. Explosives 1. Gloating 1. Tracking 3 BLACK DALEK Weapons: Blaster (Wounds 8 on kill.5 metres tall. multi-tentacled mutant about 60 centimetres across. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 7. Indomitable Will 2 Awareness: 2. Cryptanalysis 1. The weaknesses of the Daleks is that they are too logical and rely too heavily on their computers. green. Pure strain Daleks seek only to exploit Davros’s skills and do not acknowledge him as leader: to them he is only a resource of knowledge. Special Immunity (radiation) 2 Control: 1. human mercenaries are used reluctantly because they are by nature treacherous. Imperial Daleks are the result of Davros’s further experiments to breed infallible Daleks that are totally loyal to him. It is as dangerous outside its protective shell as it is inside. Tracking 3 Created on the planet Skaro by the Kaled scientist Davros as engines of war and as the ultimate form of the Kaled race. Robotics 1. The Dalek creature itself is a hideous. Iron Constitution 2. grating voice box enunciates individual syllables: the word exterminate. Wounds 4 on stun) Armour: Full Armour 9 Strength: 5. slab-sided part is covered in large hemispherical nodules. especially in dangerous environments. which can travel to a limited extent through time using taranium-powered machines. The Supreme Dalek is also known as the Black Dalek. owing to its incredible will to live and a murderous desire to kill. comes out as ex-ter-min-ate. which in reality is Davros in creamcoloured Dalek armour topped with a spherical case that hides his true form.DOCTOR WHO — TIME LORD DALEKS & THE BLACK DALEK DALEK Weapons: Blaster (Wounds 8 on kill. for example. Command 2. 92 . leaving them only with strong emotions such as hate. The harsh. They are utterly ruthless.

Science 1 Determination: 5. whose court is on their home planet of Draconia. The armour houses and protects a Dalek’s power plant. they do not injure the creature inside. and it takes much provocation for the Draconians to breach their treaties.DOCTOR WHO — TIME LORD Weapons A Dalek’s built-in blaster inflicts 8 Wounds when set to kill and 4 Wounds on stun. battle computer and life-support systems. His rank is denoted by a large blue gemstone on a broad. Daleks are supremely arrogant and overconfident. providing protection of Armour 3. The Doctor has twice helped the Draconians. Armour A Draconian’s tough. In Frontier In Space. Armour The metal casing that houses a Dalek is equivalent to full armour offering protection of Armour 9. with an attack period of 24 hours. In many ways they think and act like humans. First Aid 1. About 2. they respect the empires of other people and realize that war against an enemy as strong as Earth would be costly. pointed ears and the back of the head. Draconians of rank should be greeted with the words. Attacks against these weak points only disable the respective part of the Dalek. Flowing green and gold robes cover their scaly green bodies. There is no known cure. ‘My life at your command. Draconians speak with a harsh. Eloquence 1 Draconians are a proud and noble species of lizard men whose empire at one time borders that of Earth in the Milky Way galaxy. Computing 1. Draconians have tall.2 metres tall.’ Draconians are as civilized and as scheming as the next alien. A virus developed by the Movellans specifically attacks Daleks: it is equivalent to a slow-acting poison. Their talon-like hands inflict 2 Wounds. Their brown faces are elongated with a black forked beard. 93 . pointy heads topped by a small crest of green scales. round the ragged. Astrogation 1. it is possible to squeeze a human into the armoured shell. At the time of the fifteenth emperor. and pointed. slightly sibilant voice. Martial Arts 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. Weaknesses A Dalek’s physical weak points are its eye-stalk and the manipulator arm. A Dalek with a disabled eye-stalk. for example. both of which are Size 6. the third Doctor averted a potentially catastrophic war between Earth and Draconia. princes of Draconia have a green sash with a green gemstone. Yet they are honourable: it is virtually unheard of for a Draconian to break his word. Marksmanship 1. Command 1 Awareness: 3. green scales spread up from the neck. Weapons Draconians use blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. When set to stun. and to do so is a tremendous breach of etiquette. scaly skin counts as tough leather full armour. blue sash. ornamental wings curve from the robes at the shoulders. the Wounds value is added to the difficulty of any action that character attempts until the Wounds are healed. cannot see. The Draconians have earned the derogatory nickname of Dragons owing to their green skin and reptilian nature. Women are treated as second class citizens — they are not even permitted to speak directly to the emperor. The Draconians are ruled by an emperor. Wounds 3 on stun) Armour: Full Armour 3 (scaly skin) Strength: 4 Control: 3. Wounds 4. DRACONIANS Weapons: Blaster (Wounds 6 on kill. if these are removed. Armour 6 and Strength 4. Although they have a strong martial tradition and a warrior’s code similar to that of the Japanese samurai. he saved them from a deadly plague for which he was made a noble of Draconia. they often underestimate their enemies. the blaster paralyses an opponent.

Fenric. Weapons The sharp claws of a Haemovore inflict 4 Wounds. Quick Recovery 2 Control: 2. long talons.2 metre tall creature of like power to the Ancient One. Known as the Ancient One. Only their craving for human blood — a scarce resource in their future Earth — brings them from the oceans. those of the Ancient One inflict 5 Wounds. has gone. Its skin. The Ancient One and lesser Haemovores alike can all create new Haemovores by draining the blood from their victims: anyone killed by a Haemovore in turn becomes one. a newly created Haemovore resembles the person it once was. 2. A millennium or two of mutation produces the final form: a broadly built. and its fingernails. Brawling 2 Size: 3 Weight: 5 Move: 3. Each community is led by the oldest present Haemovore. Although it still has the power of speech. If man cleans up the Earth and stops pouring chemicals and sewage into its seas and oceans. a full red. they have become creatures of instinct. Science 1 Determination: 5. becoming encrusted with white. too. Swimming 2 Knowledge: 6. a new Haemovore loses the power of speech and communicates through telepathy. Armour A Haemovore has no natural armour. The creatures live in small communities in the depths of the oceans. the Haemovores may never have been: their appearance will have been nothing more than a temporal paradox. Limited Telepathy 1. Poisons 2. in the far future. however. Brawling 2 Size: 3 Weight: 4 Move: 3 Knowledge: 4 Determination: 5. changes: it puffs up and turns pale blue. HAEMOVORES & THE ANCIENT ONE HAEMOVORE Weapons: Claw (Wounds 4) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 4 Control: 2. Psychic Shield 3 Awareness: 3 Haemovores are at the end of a possible evolutionary path for the human race: they are vampiric mutants whose origins lie in the pollutants with which. as the chemical mutation passed on by its creator takes hold. Limited Telepathy 2. Command 2. In time.DOCTOR WHO — TIME LORD Weaknesses A Draconian’s pride may provoke hasty action. Its skin. or in wrecks and caves on the seabed. It is to the lesser Haemovores what Dracula is to the vampires he creates: it guides them mentally and can destroy them by exerting its will through the telepathic link that binds them. and Fenric’s physical form was again destroyed. is now a deathly white. 94 . its lips. man poisons the Earth. the one with the greatest powers. barnacle-like growths. Psychic Shield 3 Awareness: 3 ANCIENT ONE Weapons: Claw (Wounds 5) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 5. the first of the Haemovores has by far the greatest powers. but is protected against certain attacks by its Psychic Shield. however. Much of their power for rational thought. Fuse Metal 1. brought the Ancient One back through time to twentieth century Earth as part of a trap to catch the Doctor. At first. the Haemovores may yet again rise from the depths. its voice has become harsh and sibilant. Although the Ancient One perished. otherwise they have no particular weakness. an evil intelligence banished for centuries into the shadow dimensions by the Doctor’s trickery.

Limited Telepathy [Determination] Limited Telepathy is the exertion of mind power to communicate with other people or creatures at a distance. Engineering 1. which creates a psychic barrier that they cannot penetrate. opening the mind of the victim to the Ancient One’s and allowing the creature to Command the victim to enter the sea. Acute Hearing 1. Their technology. Marksmanship 1. harnessing their scientific advances to adjust the climate of planets to render them suitable for occupation. and their solutions to problems are usually direct and violent. but useless against as passive attack such a poison gas. Special Immunity (cold) 2 Control: 2. A Haemovore that fails to beat the difference between its Awareness and this difficulty is repelled by the person’s psychic field. blunt weapons and edged weapons. is heavily based on trisilicate. It allows the Ancient One to form talismans that act as a focus for Limited Telepathy. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Computing 1. against bullets. therefore. Law 1. Anyone who tries to resist the Haemovores must remain motionless in an area and concentrate on an object or a person they have faith in. Acute Hearing 1. Pain Resistance 2. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 6 Determination: 5 Awareness: 3. communication is automatic. Pain Resistance 2. Ice Warriors are the NCOs and ordinary soldiers that are assigned bodyguard work on diplomatic missions. It is effective. a mineral that is abundant on Mars and which they are eager to exploit sources of. with a difficulty equal to the distance in areas. Science 1 Determination: 6. however. Brawling 2. Wounds 4 on stun). At a number of areas less than the total ability of the telepathic creature. Psychic Shield [Determination] This ability provides a mental barrier against kinetic physical attacks. Yet they are capable of great subtlety. Electronics 1. It counts as Armour of protection equivalent to the total Psychic Shield ability — Armour 8 for a Haemovore. Eloquence 1 Ice Warriors are the warlike inhabitants of Mars who have adapted to their planet’s cold. Limited Telepathy allows communication only between other telepathic creatures. performing the role of diplomat or expedition leader. Mechanics 1. Fuse Metal [Strength] This unusual ability is the power to form metal by pressure alone. They create a psychic barrier to the Haemovores of a difficulty equal to their Determination plus any relevant special ability. 95 . Trisilicate is the material used in their electronic circuits. Ice Lords are the officers. The Ice Warriors have a long tradition of expansion by military conflict. Special Immunity (cold) 2 Control: 3. Tracking 1 ICE LORD Weapons: Blaster (Wounds 8 on kill. Robotics 1. performing much the same role as silicon does in Earth technology. There are two distinct orders in the military hierarchy: the Ice Lords and the Ice Warriors themselves.DOCTOR WHO — TIME LORD Weaknesses Haemovores are repelled by a person’s faith. Command 1. ICE WARRIORS & ICE LORDS ICE WARRIOR Weapons: Blaster (Wounds 8 on kill. Stealth 1 Size: 3 Weight: 4 Move: 3 Knowledge: 7. Bureaucracy 1. arid environment. Indomitable Will 1 Awareness: 3. Gloating 1. Bureaucracy 2. at ranges greater than or equal to the ability. the creature must beat the difference. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Wounds 4 on stun).

Precision 1 Mechanoids are the colonizing robots used by Earth to find and prepare planets for human occupation. Ice Warriors tend to move slowly and deliberately. electronic voices. both types have heavy pincers. electric shock (Wounds 3) Armour: Full Armour 5 Strength: 4 Control: 1. Computing 1. even when silent.DOCTOR WHO — TIME LORD Like humans. however. This gap counts as an Armour 3. Arcturus and Peladon.7 metres tall and looks like a multi-faceted. Size 7 target. Alpha Centauri. Ice Warriors are used to cold. they are clearly alien. At the end of every action turn during which the ambient temperature difficulty is 5 or more. Electronics 1.2 metres tall. Armour An Ice Warrior’s green. and precede and finish their simple commands with spoken binary sequences. MECHANOIDS Weapons: Blaster (Wounds 7 on kill only). The metal triangular panels that comprise its outer skin conceal circuits. however. 96 . Ice Lords are slightly built versions of the Ice Warriors. Weapons The blaster attached to an Ice Warrior’s right wrist inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. an Ice Warrior inflicts 5 Wounds. Tufts of fur stick out from the joints in their green armour. is sometimes the answer to conflict or the advancement of their civilization. It cannot be assumed that the Ice Warriors are automatically the enemy: they may well be allies! It is easy to understand why Ice Warriors were mistaken for Vikings when they were first discovered on Earth. dry climates so they are particularly vulnerable to humid heat. On the planet Mechanus. each Ice Warrior must beat the difference between its Strength and the difficulty to remain conscious. sensors and its weaponry. flat metal cone sticks out: the column contains the Mechanoid’s main audio sensors. scaly carapace. Constructed during the first few years of Earth’s expansionist period. Instead of hands. Such prisoners will be well catered for. Marksmanship 3 Size: 3 Weight: 5 Move: 2 Knowledge: 6. the Daleks attacked and largely destroyed a Mechanoid city in their attempts to catch and exterminate the Doctor. Engineering 1. A temperature of 20 degrees celsius counts as an environmental difficulty of 4 to an Ice Warrior. but it is a sterile existence. sibilant tones. angular sphere on a low circular base. and have infinite patience to rebuild their work should it be destroyed. but the Ice Warrior can recover consciousness only by beating the difference between its Strength and the environment. frozen in a glacier. Mechanoids. the Mechanoids have largely been forgotten. A Mechanoid is about 1. the Ice Warriors have been bent on the domination of Earth. Mechanoids have grating. and at 2 to 2. When striking with its claws. horny carapace and helmet count as full Armour 9. slender metal feelers that the Mechanoid uses to operate machinery. Robotics 1. Seemingly betraying a reptilian background. Their armoured. It uses sonic energy. At the top of the sphere. Mechanics 1. The heat does not inflict any Wounds. Weaknesses The only weak point in an Ice Warrior’s armour is the gap that exposes its mouth and jaw. At one time the Martian empire has been part of a federation of planets that has included Earth. Science 1 Determination: 6 Awareness: 3. ridged limbs and helmet make them look as if they belong to an ancient civilization. however. their breathing sounds laboured. A narrow metal band runs round the middle of the robot and houses the two. Ice Warriors are a political species and able to recognize that negotiation. at others. are used to repairing each other. the Ice Warriors speak in low. without the heavy carapace. When anyone encounters a Mechanoid city. every 5 degrees centigrade above this increases the difficulty by one. and the commands needed to gain access to the beautiful cities they create lost by man. a small column topped by a broad. not war. the robots will confine him indefinitely until they are given the codes that they should receive from the colonists.

Behind a front panel on each Mechanoid is a blaster that uses heat energy. It inflicts 7 Wounds and can only be used to kill. A Mechanoid can electrify its outer skin to protect it from physical assault: anyone touching this receives an electric shock that inflicts 3 Wounds.

Mechanoids have the equivalent of plate metal full armour, providing protection of Armour 5.

Mechanoids are easily destroyed by most blasters, and have no particular weakness apart from their logical and restricted thinking.

Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 1 Control: 3, Brawling 1, Marksmanship 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2 Determination: 6, Command 1 Awareness: 3, Precision 2, Striking Appearance 2 Strikingly attractive by human reckoning, with golden skin, dark, elongated eyes, and white plaited hair, the Movellans are not what they seem. Beneath their ribbed and padded close-fitting white tunics and knee-britches, is a humanoid body of plastics and metal: the Movellans are coldly logical robots. Their uniform also consists of white mid-length boots and a silver gun-belt, which also holds a power pack. Movellans are the deadly enemies of the Daleks, using their powerful battle computers to try to outwit Davros’s creations. Yet doing so has resulted only in stalemate: whatever the Movellans’ computers plot, the Daleks’ computers counter and vice versa. The stalemate is only broken in the far future when the Movellans develop a virus that attacks only Daleks: it virtually destroys the entire species. The Movellans are utterly ruthless, although they may well appear helpful and considerate when first met, an impression that is heightened by their soft, gentle voices. Their robotic nature, however, is revealed by their lack of emotions and efficient, probing conversations. Movellans are reluctant to be touched or seen in death by aliens: it would immediately reveal that they are not creatures of flesh and blood. They will sacrifice temporary allies and even themselves to attain their goals. Movellan scout ships have a crew of no more than a dozen, but the onboard computer has the power to replicate any of the crew members that are destroyed. The spaceship itself, partly buries itself on landing as a means of self-defence.

Movellans carry a small, cone-shaped blaster that has a built-in hand shield. The blaster inflicts 7 Wounds when set on kill, and 3 Wounds when set on stun. These robots, however. inflict only 2 Wounds with their fists.

A Movellan’s resilient body is equivalent to full Armour 6.

The external power pack on each Movellan’s belt is a serious weakness. If it is removed, the Movellan is deprived of power and collapses slowly to the ground. The power pack counts as a Size 7 target. Movellans are also completely logical: irrational actions are likely to outwit them.


Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Body Armour 3 Strength: 5, Pain Resistance 2 Control: 3, Blunt Weapons 1, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 3, Running 1 Knowledge: 2, First Aid 1, Wilderness Lore 1 Determination: 5 Awareness: 2, Tracking 1 Brutal and stupid, Ogrons have two great qualities: they are tough fighters and they are loyal to their masters. Brought out of a primitive, almost Stone Age existence by the Daleks to fulfil a role as mobile, aggressive guards, Ogrons have become mercenaries, hiring themselves out to whoever or whatever needs their services. Yet they are still a primitive people: Ogrons live in cave dwellings on their home planet, which they simply call Homeworld now they have discovered the existence of other planets. Known as Ogros to other civilizations, it is a bleak, rocky planet; it is also home to a large predatory reptile that the Ogrons worship as a god. Ogrons are about 2.2 metres tall and look like dark-skinned apes. They are largely bald, apart from some long, straggly hair that hangs down from the back of their heads. A prominent bony ridge casts their small, dark eyes into shadow; their heavy jaws heighten their almost neanderthal look. They typically dress in coarsely woven, baggy tunics and leggings, over which they wear a stout jerkin. Although Ogrons are capable of following orders well, they have no sense of initiative, and often overlook details that their masters consider important. They have gruff, deep voices which are difficult to understand. Although they may be lacking as conversationalists, Ogrons have an intuitive grasp of technology, and easily comprehend the function, if not the workings, of blasters, spaceships and the like.

Ogrons are armed with heavy duty blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Their tough hands inflict 2 Wounds.

An Ogron’s jerkin is equivalent to tough leather body armour, offering protection of Armour 3.

Ogrons are superstitious and dreadfully afraid both of their god and their masters. Their stupidity means they are easily outwitted, unless they are in the company of an intelligent leader such as the Master or a Dalek.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4) Armour: Full Armour 7 Strength: 4 Control: 2, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 2 Knowledge: 6, Computing 1, Electronics 1, Engineering 1 Determination: 6 Awareness: 2, Keen Sight 1, Tracking 1 Robots are an incredibly varied type of machine and can have greatly differing abilities. The most dangerous robots, however, are often humanoid in shape: the abilities listed above are such a robot whose duties include servicing machinery or guard duty. Specialized robots will have skills more appropriate to their duties. Robots have an important role to perform: they remove the need to use men for onerous, repetitive tasks and also help to cut overheads by obviating the need to pay wages. A robot will continue to work tirelessly, provided that no one interferes with its programming.


Many of the Doctor’s opponents use robots of some sort, and they are of sufficient menace not to be disregarded. Particularly intelligent robots become aliens menaces in their own right, such as the Movellans.

Not all robots are equipped with blasters, but those that are inflict 6 Wounds on kill and 3 Wounds on stun. A robot’s powerful hands inflict a number of Wounds equal to its Strength.

Most robots have a metal skin or framework which is equivalent to full metal plate Armour 7.

A robot is blinded if its optical sensors are covered or shot out; the sensors are Size 7 unarmoured targets. It can be completely discombobulated by disconnecting or destroying vital circuits.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 2, Special Immunity (pressure) 3 Control: 3, Brawling 1 Size: 3 Weight: 4 Move: 3, Swimming 3 Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1 Determination: 5, Command 1 Awareness: 3 Sea Devils are an intelligent reptilian species that live in underwater, air-filled cities at the bottom of Earth’s oceans. The are the underwater cousins of the Silurians, and like them retreated into hibernation chambers many thousands of years ago when a planet threatened to crash into the Earth. Many Sea Devils are still in hibernation awaiting the signal to awake: their instruments have yet to give the all clear because the collision never occurred. Only a few colonies have come to man’s attention as a result of his investigations of the seabed triggering the Sea Devils’ alarms. Once rulers of a great underwater civilization, the Sea Devils are not a martial species. Together with the Silurians, they made great scientific advances and developed a sophisticated culture. Those colonies that have woken to find man, a jumped up ape, running and ruining their planet naturally wish to remove this usurper. If the Sea Devils could trust man, however, and man could trust the Sea Devils, it would be possible to share the planet. The third Doctor tried, but failed, to achieve this compromise in The Sea Devils. Sea Devils are manlike lizards with a tough, green and brown leathery skin. Their turtle-like heads have beaked mouths and golden eyes with large black pupils. On each side of the head, a fan-shaped frill of skin sweeps backwards from the temple to shoulder level. They dress simply in a blue net robe that is tied at the waist by a white gun belt. Although Sea Devils are reptilian, they are much like humans in their mental make-up, with the same emotional frailties and strengths.

Sea Devils carry a compact, circular blaster that uses heat energy and inflicts 6 Wounds on kill, 3 Wounds on stun. It can be adjusted to act as a cutting torch, inflicting 6 Wounds an action turn at a range of zero areas. A Sea Devil’s clawlike hands inflict 2 Wounds.

The natural leathery skin of a Sea Devil counts as full Armour 6.

The only physical weaknesses in a Sea Devil’s skin are its eyes, which are unarmoured Size 7 targets. Hexachromite gas is a deadly poison to Sea Devils, counting as fast-acting poison, Wounds 5.


although their first given name has stuck. A collar of rough skin falls down to their shoulders. Wilderness Lore 1 Determination: 3 Awareness: 2 Many of the Doctor’s adventures take place on Earth or on one of Earth’s colonies. None better than Armour 6 Strength: 4 Control: 3 Size: 3 Weight: 4 Move: 3 Knowledge: 4. Opposition. There are colonies of Silurians all over the Earth. Silurians are dismayed that man. The Silurians’ instruments never detected the post-disaster conditions they expected. It counts as a fast-acting poison. A third eye. focusing infra-red energy on its target. Science 1 Determination: 4. located in the central crest. Flat trapezoid ears jut out from the side of their heads. It uses heat. Engineering 1. The impending disaster of a planet crashing into the Earth forced the Silurians to retreat into underground caverns. Wounds 5. No firearm capable of inflicting more than 6 Wounds on kill Armour: Depends on time and space. their underwater counterparts who were also forced into hibernation. First Aid 1. Silurians have manlike brown bodies that are covered in fine scales. SOLDIERS Weapons: Depends on time and space. is most often provided by security guards or soldiers: whether the guards are 100 . The small. emits infra-red radiation that can be used as a weapon or emitted in pulses to operate scientific machinery. They once ruled the Earth at the time of the dinosaurs. the Silurians would like to see the upstart eliminated so their golden civilization could be restored. and the top of their heads are ridged and crested. It is also possible to shoot at a Silurian’s small eyes: these are heavily lidded and count as Size 8 targets. The Silurians are related to the Sea Devils.DOCTOR WHO — TIME LORD SILURIANS Weapons: Blaster (Wounds 6 on kill. and can therefore be used as a cutting torch to melt and reform steel and rock: in this mode it inflicts 6 Wounds at a range of zero areas. forcing the Silurians into a sleep of many thousands of years. Weapons A Silurian’s third eye in the centre of its forehead is both a weapon and a means of operating equipment. it inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. when apes were considered as unintelligent playthings. however. a mere ape. warbling voice. however. Electronics 1. First Aid 1. electronic locks and the like. Weaknesses Silurians are vulnerable to hexachromite gas. it has a maximum range of four areas. never happened: the planet went into orbit round the Earth and became known as the Moon. Iron Constitution 2. round and almost sucker-like mouth is not suited to human speech. Explosives 1. Command 1 Awareness: 3 Silurians should more accurately be described as Cretaceans. resulting in a deep. Special Immunity (heat) 2 Control: 4 Size: 3 Weight: 4 Move: 3 Knowledge: 6. The disaster. which is poisonous to them. is the dominant life-form. Wounds 3 on stun). but the creatures awaken only when man’s scientific experiments unleash enough energy to activate their hibernation machinery. where he encounters all types of people. As a weapon. their splayed feet have three toes and their three-fingered hands end in talons. where they went into hibernation. claw (Wounds 2) Armour: Full Armour 6 Strength: 5. Armour A Silurian’s tough skin counts as full Armour 6. Computing 1.

which offers protection of Armour 5. about 5 metres in diameter. Future worlds Man has long realized that the best armour he can make is useless against the destructive power of blasters. has a high gravity. they are unarmoured except for a plate metal helmet. it is geared to war. Soldiers will usually be equipped with automatic rifles or submachine-guns. Computing 1. which protects the head as partial armour 5. that are equipped with the necessary laboratory equipment to assist their in tasks and which also act as the 101 . Special Immunity (high gravity) 2 Control: 3. both of which count as guns with magazines. these men have few special abilities. Although Sontaran technology is highly advanced. Wall guards may be armed with crossbows instead of spears. By human reckoning. Engineering 1. Electronics 1. Wounds 3 on stun. SONTARANS Weapons: Blaster (Wounds 6 on kill. Industrial revolution worlds Guards and soldiers alike will have no armour and use muzzle-loading muskets. which offers protection of Armour 4. Sontar. They are also limited conversationalists: the longest line such referee characters are likely to get in an adventure is ‘Aaargh!’ — the number of A’s is optional. offering protection of Armour. a sort of intelligent. Castle guards will be armed with a spear and have soft leather body armour. Sontarans have only two fingers on each hand and opposable thumbs. Normally. Remember that these weapons are inaccurate and increase the difficulty to hit a target by one. brown dome-like heads. A superstitious people might easily believe them to be goblins. Soldiers in this period will be unarmoured apart from a plastics fibre helmet. phosphorescent green jellyfish. Temporal Science 1. A translation box on a wide belt allows a Sontaran to understand and speak any language. Piloting 1 Knowledge: 6. They will be armed with a sword and shield. They will be armed with blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. at the referee’s discretion they may have a sword as a secondary weapon and a shield. Command 2. which is partial Armour 5. heavily muscled bodies reflect this. Coarse bristles sprout in tufts from their ears and chins. Modern worlds When on special assignments. Marksmanship 2. Meeting a Sontaran is like meeting Humpty Dumpty with an attitude. Sontarans are ugly: they have smooth-skinned. Keen Sight 2 Sontarans are built and bred for war. Ancient worlds Greek and Roman warriors wear plate metal body armour. Science 2. with squat features and small red piggy eyes. range 4 areas) Armour: Full Armour 8 Strength: 6. gunmetal-coloured space armour. a subject at which they are masters after countless years of conflict with the Rutans. Martial Arts 2 Size: 3 Weight: 5 Move: 3. Sontarans are encountered individually and are usually scouts sent out to reconnoitre terrain or analyse the physical and mental weaknesses of the enemy. Robotics 1. bordering on limited time travel. Wilderness Lore 1 Determination: 6. Their manlike form is encased in flexible. which counts as partial Armour 5. The Sontarans’ home planet. Much of the time. and the species’ stocky. however. which offers protection of Armour 2.DOCTOR WHO — TIME LORD from medieval England or a starship. Scouts have spherical spaceships. Acute Hearing 2. dome-like helmet with narrow eye holes provides complete protection for the head. they are all basically the same: only the weapons and armour differ. a smooth. soldiers may be given plastics fibre body armour. Apart from a few basic soldiering skills. Gloating 1 Awareness: 1. but would be similarly armed. UNIT troops are in this category. Astrogation 1. Warriors from countries such as Egypt would not have the benefit of armour. Medieval worlds Knights are usually equipped with flexible metal body armour. as well as a plate metal helmet. Their main weapon is the spear. Gallifreyan Citadel guards fall into this category.

When used as a weapon. for at least six hours after each recharging. It counts as an unarmoured Size 7 target. therefore. Sontarans have little skill at negotiation. It is considered as having Determination 4 and a range of zero areas for this purpose. TRACTATORS & THE GRAVIS TRACTATOR Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 3 Determination: 3.DOCTOR WHO — TIME LORD control centre for their operations. which is exposed even while the protective helmet is worn. enabling the species to sustain tremendous casualties in war. Control Gravity 1 Awareness: 3 Tractators are harmless burrowing beetles that live in tunnels beneath a planet’s surface. the species produces a Gravis. Control Gravity 1 Awareness: 3 GRAVIS Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 6. which compensate for a shortage of real abilities. too: they respect military hierarchy and are used to ordering people about. Each hour a Sontaran is away from its ship counts as a cumulative difficulty against Strength against which it must test at the end of every hour in order to remain active. it has a limited range of 4 areas. Science 1 Determination: 5. It must not be forgotten that although they are a martial race and relish even other people’s conflicts. retreating to their space ships to do so. With the ability to construct sophisticated and accurate mining equipment. They consider all other methods of reproduction as weaknesses. they have a high intelligence. The Gravis is the driving force behind the expansion of the species. the Gravis oversees the 102 . Sontarans are clones: all of them look alike. the rod can be used to hypnotize and control subjects. Sontarans act alike. the blaster inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. Sontarans need to recharge their energy periodically. Weaknesses A Sontaran’s only weakness in its armour is the probic vent at the back of its neck. Mechanics 1. Engineering 1. Wherever there is a scout. a full invasion force is sure to be close by. Electronics 1. a narrow black tube about 30 centimetres long that is slung from the right side of a Sontaran’s belt. Armour Sontaran space armour counts as full Armour 9. The main tool is a multi-purpose blaster and control rod. pointing out that up to a million cadets are hatched at a time at the Sontaran Military Academy. Weak pulses from the rod can be used to control Sontaran machinery. Sometimes. however. which can grow only by colonizing new planets. Weapons The Sontarans are highly dependent on their equipment. Astrogation 1. a super-intelligent Tractator with the ability to unite the lesser Tractators into an organized force. Sontarans are always mobile. By modulating the light energy it emits.

carrying out physical tasks that either the intelligence or its human agents cannot manage. The Gravis is identified by its predominantly green skin. enabling the Tractators to travel through space. purposeless creatures. need a supply of humans. cold. tufts of black fur stick out from the overlapping sections.1 metres tall. Strength 7). a being of pure thought from another dimension. They are about 2. to provide the living intelligence that powers and guides their mining machinery. These people are then harnessed to the mining machines. which inflict 2 Wounds. stick out from the top of the head and provide the means of directing and channelling gravitational energy. If forced to. the Tractators revert to harmless. They are its tools on Earth. glassy eyes stare out sideways from an almost fishlike head. a Tractator will attack with its stubby claws. 103 . Their red eyes. offering protection of Armour 2. The creatures have a terrifyingly loud roar. YETIS AND THE GREAT INTELLIGENCE YETI Weapons: Web gun (grapple attack. Indomitable Will 2 Awareness: 3. black leathery snout and yellow fangs are barely visible through the mass of fur. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 2 Determination: 6. The concentrated gravity field manifests as a pink nimbus around its target. instead of the more usual brown. Large. the Tractators move in. and instead of teeth. Its underbelly is a pale brown colour as is the broad. yet they are dangerous: their hairy hands end in razor-sharp talons. pressure) 2 Control: 2. Special Immunity (heat. Its soft underbelly counts as soft leather partial armour. Brawling 2. but the effect is to increase the Tractators’ total ability at Control Gravity. Tractators. A living subject in the gravitational field can try to break free using its Strength against a difficulty equal to the total mental ability of the Tractators. Two antennas. the Gravis will seek to divert passing spaceships. Control Gravity [Determination] The ability to influence gravitational fields through mental control is imparted by the Gravis to his subservient Tractators. stubby arms with ridged. sleeping or sick targets and dragging them through the very earth by dint of their gravitational powers. shovel-like hands. When awakened by the Gravis. the Yetis were given the form of abominable snowmen. however. Originally constructed in the Himalayas. or other intelligent minds. The strength of the gravitational force is equal to the Tractator’s total ability (6 in the case of the Gravis. The back of a Tractator is protected by black chitinous segments. Armour A Tractator’s chitin counts as body armour with a protective value of Armour 4. short tendrils are visible between the Tractator’s thick lips. Knocking the Gravis unconscious or moving him away from the same planet will break his control. It has a pair of short. which they operate until their minds burn out. Precision 1. bipedal and covered in long shaggy brown fur. Yetis look almost comically squat because of the breadth of their bodies. talon (Wounds 5) Armour: Full Armour 8 Strength: 5.DOCTOR WHO — TIME LORD building of tunnels to turn the centre of a planet into a giant gravity motor. Tractators stand upright and are about 2 metres tall. Without him. sucker-like base which allows it to move. causing to crash on the planet. Once the colonists have built up sufficient numbers to guarantee a permanent supply of usable minds. If no such minds are readily available. Weaknesses The Gravis is the Tractators’ greatest weakness. The difficulty of moving a target is equal to its Weight plus the number of areas it is to be moved. Iron Constitution 2. 4 in the case of other Tractators). Weapons The main weapon used by Tractators is their Control Gravity ability. Tracking 1 Yetis are unintelligent robots that are controlled by the Great Intelligence. about 40 centimetres long. Tractators may increase the strength of the field by concentrating the mental power against one subject: the rules for group fire are used. picking on weakened. which the Yetis usually slash violently at an enemy.

range 0). The TARDIS was once restrained in this fashion. a pug nose and a slight. Electronics 1. or even an active relic of the intelligence’s previous visitations. This telekinetic ability can produce physical manifestations similar to cobwebs. If its focus is destroyed before it can build up sufficient power to enter the physical world. Science 2 Determination: 6. such as a Yeti control sphere. counting as a Wounds 6 slow-acting poison with an attack period of one action turn. Control spheres. A great dome-like head meets the shoulders direct. Independent Spirit 1 Awareness: 3. A pyramid of control spheres is sufficient a focus for the intelligence to channel itself through. It requires a mental focus in order to materialize: this focus can be the mind of an oriental mystic caught wandering in the astral plane. enabling it to resist burning and even to contain explosions. The web also has the ability Special Immunity (fire) 3. move or restrain inanimate objects by thought alone: the difficulty of doing so is equal to the object’s Weight plus the number of areas to be moved. tangible evidence of the intelligence’s work. but even the Doctor’s mind is too weak to contemplate such an action. 104 . A Zygon’s manlike body is upright and bipedal. ZYGONS Weapons: Electric charge (wounds 4. Once the intelligence has a human agent. Its prime human agent gains the mental abilities of the intelligence. a Zygon’s fingertips end in small suckers. Weight 2 and full Armour 8. there is no trace of a neck. which is a Size 7 target. however. It is theoretically possible to destroy the intelligence in psychic conflict. It can exert its powers through space. A Yeti inflicts 5 Wounds when it attacks with its talons. the intelligence is temporarily banished. just the abilities of Knowledge 8. puckered mouth give the Zygons an air of brooding menace. which in effect it hypnotizes and then possesses. it counts as a successful grappling attack made by an opponent with Strength 7. Control 3. Without a control sphere in place. seeking entry into the world of men. Weaknesses Each Yeti receives its instructions through a silver control sphere about 10 centimetres in diameter that fits into a cavity in its chest. and form a crest on the Zygon’s head. Gloating 2. and their control spheres. a Yeti is inactive: it is like a machine that has been turned off. the Great Intelligence drifts through time and space. First Aid 2. THE GREAT INTELLIGENCE Exiled from another dimension. its green and orange skin. Shapechange 3 Zygons are refugees from a stellar explosion that destroyed their home world of Zygos. Weapons Yetis are sometimes equipped with web guns that emit a tough. Computing 1. to restrain or move objects. The Great Intelligence has no corporeal form. it can gather together the materials necessary to build its robot servants. small eyes. Although the web does no damage. It slowly suffocates a target.DOCTOR WHO — TIME LORD Human agents control the Yetis about by moving scale models over maps of the local terrain: the models act as a focus through which the intelligence can channel its Determination to make the Yetis do its bidding. the Yetis. are semi-intelligent and will seek out inactive Yetis: they have Move 1 for this purpose and can fly or levitate. A flap of fur usually conceals and holds in the sphere. however. Their other relevant abilities are Strength 3. Armour The metal skeleton and cladding of a Yeti is equivalent to full Armour 8. resilient cobwebby substance that binds or envelops its target. Telekinesis [Determination] This special ability gives the intelligence the power to lift. looks unpleasantly rubbery and is slimy to the touch. Brawling 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. The guns have a range of only 1 area. Deep-set. Indomitable Will 1 and Telekinesis 1) and Awareness 7. Cybernetics 1. Lines of sucker-like nodules run along the limbs and spine. Determination 8 (Special abilities of Hypnotism 1. fist (Wounds 2) Armour: Full Armour 6 Strength: 5 Control: 3.

The usual procedure is to capture suitable specimens. and connections are usually in the form of suckers on long rubbery stalks. Weaknesses Zygons have no real physical weaknesses. Zygon technology uses organic materials. Shapechange [Awareness] The ability of Shapechange is a very sophisticated form of Disguise. Particularly advanced shapechanging techniques. Their skin is equivalent to full Armour 6. Zygons have developed a body transference machine that allows them to adopt the physical form of any creature. The Doctor had to deal with a Zygon spaceship and crew on Earth in Terror of the Zygons. A Zygon’s fists inflict 2 Wounds. Weapons A powerful electrical charge emitted from a Zygon’s fingertips is its only offensive weapon: it inflicts 4 Wounds and counts as a close-combat attack. Even a Zygon spaceship is partly organic. The specimens need to be held onboard the Zygon spaceship in the event that their body print fades. Zygons will use any tactics they feel are necessary. preferably including key political figures. however. amphibious dinosaur-like creatures whose lactic milk is a vital component of the Zygons’ life cycle. Their arrogance. Zygon spaceships usually carry tanks containing Skarasen embryos. Confident in their own superiority over other species. can lead them to underestimate their opponents. Because they are desperate to survive. provided that they have recorded its body print.DOCTOR WHO — TIME LORD Their burbling. also transfer some or even all of the copied subject’s memory. with the result that it resembles the creatures themselves: consoles have rubbery nodules as controls. usually machine assisted like that of the Zygons. even going as far as committing genocide. when the Zygons planned to modify the Earth’s climate to make it more suitable for their species and its herds of Skarasens. record their body prints and allow shapechanged Zygons to take their places. It is the ability exactly to mimic the physical appearance of another creature or person. the Zygons seek new worlds to make habitable: they prefer warm wet climates. Armour Zygons have a tough hide. sibilant voices sound menacing and betray the fact that Zygons are arrogant. but they can be damaged by bullets. 105 .


Throughout his travels, the Doctor has met and made some enemies that have returned again and again, either to seek revenge for their defeats or simply by chance. These villains are characters in their own right that deserve careful role-playing by the referee. None of them would unnecessarily endanger themselves, and certainly would make the most of any opportunity to escape should events prove too dangerous for them. Referees who like to give their players a challenge could easily give one player the role of a villain. Such a player should co-operate with the referee as far as developing a plot goes, but should also improvise, creating deadly traps for the other players to fall into. Having a real villain, rather than letting the overstretched referee handle the task, will give players a real third party to negotiate with and outwit.

Apparent age: over 100 Species: Kaled Equipment: Armoured, mobile base (body Armour 9) Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 2 Control: 2, Sleight of Hand 2 Size: 4 Weight: 5 Move: 2 Knowledge: 7, Computing 2, Electronics 1, Engineering 1, Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1 Determination: 7, Command 1, Gloating 1, Indomitable Will 2 Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3 The Kaled scientist Davros is responsible for one of the greatest evils ever to be inflicted on the universe: the Daleks. Originally created as simple engines of war to eliminate the Thals, the Kaleds’ rivals on the planet Skaro, the Daleks have gone on to terrorize the universe. Yet they are beaten time and time again by the Doctor; they even lose their centuries-long war with the Movellans, who develop a virus that is deadly to Daleks. It is the weaknesses of the Daleks that bring them back to Davros, who in turn needs the Daleks to satisfy his lust for power. Although Davros is a genius, he is clearly quite mad. But his madness makes him the most dangerous paranoid megalomaniac in the universe. He is determined to eliminate the weaknesses of the Daleks and bring his creations back under his control, and he has no compunction about killing or crippling people in the course of his scientific experiments. He is as ruthless and cruel as the Daleks, although he still has vestiges of benign emotions which enable him to manipulate other people through pity. The Daleks are now split into two factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks are those created by Davros’s original genetic experiments; Imperial Daleks are the more advanced Daleks that Davros is currently experimenting on to produce the ultimate fighting machine. Mutants that Davros produces which are unsuitable as Daleks are rejected and consigned to the outside world to survive on their own. These mutants usually stay near to Davros’s laboratories, making fearsome guards. Davros rules the Imperial Daleks in the guise of the Emperor Dalek. A cripple, Davros was already confined to an armoured, self-powered chair before his creations turned on him. This base is like the bottom half of a Dalek, with black panels and silver hemispheres in rows on each slab. It contains his life-support system, communications equipment, and even a few dirty tricks to overcome enemies. As Emperor, Davros has simply topped this base with a broad dome, about 1.5 metres in diameter, with a single eye-stalk. The front of the dome can be lifted to reveal Davros himself. His wrinkled, brown-skinned and hairless head is surrounded by a cage of electrodes. In the centre of his forehead, suspended by the cranial cage, is a blue electronic eye which allows Davros to see: he is otherwise blind. His upper body is covered by a black, plastics tunic. One arm hangs uselessly by his side, the end disappearing into the top panel of his armoured chair; his right arm and hand control the switches and buttons. Davros’s voice is electronically augmented, and sounds like the harsh, metallic voice of a Dalek.

Davros has no offensive capability. The control panels of his armoured base, however, may conceal probes and drugs that can be used to bend the minds of people and Daleks to his will. Davros needs to be in the same area as his victim to strike with such weapons.


Davros’s armoured base is made of the same material as Dalek armour; it is equivalent to body armour offering protection of Armour 9. In his guise as Emperor Dalek, Davros has the equivalent of full Armour 9.

Like his creations, Davros is not very mobile. His upper body is vulnerable to aimed shots if it is not protected by the Emperor Dalek dome and counts as an unarmoured Size 6 target. Davros is aware of his weaknesses, however, and even resorts to using simulacra of himself to decoy attacks. The main control panel on his armoured base houses his life support controls. Anyone who learns of their existence and location can threaten to turn Davros off, in which case he becomes quite amenable to their demands.

Apparent age: late 30s Species: Human Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), grenade (Wounds 7), Armour 5 body armour Strength: 5 Control: 4, Brawling 2, Lockpicking and Safecracking 1, Marksmanship 2, Stealth 2 Size: 3 Weight: 4 Move: 3, Piloting 1, Running 1 Knowledge: 5, Astrogation 2, Computing 1, Electronics 1, Engineering 1 Determination: 3, Independent Spirit 2 Awareness: 3, Bargaining 3, Gambling 1 Glitz, a small-time crook with small-time ambitions, is more a rogue who finds himself on the wrong side of the Doctor than a real enemy who is out for the Doctor’s blood or brain. Although he will co-operate when circumstances require teamwork, Glitz is always out for himself and constantly looks for opportunities to improve his wealth, health and general safety. If that means shooting or betraying someone, Glitz is happy to do so. If Glitz cannot negotiate a good deal for something he wants or win it in a game of chance, he will put his mind to stealing it. He has great confidence in his bargaining ability, even when opposed by obstinate or unwilling traders, and is sometimes too confident for his own good. Glitz will consider working for a patron — even someone like the Master — if he believes that he will gain in the end. He is not an idiot, though, and seldom trusts his patrons. Even the crew of his spaceship, The Nosferatu, are not worthy of his trust: he sold one particularly mutinous crew. In effect Glitz is a buccaneer of the space lanes, although he prefers to describe himself as a scholarly philanthropist. He is fond of using long words to confuse his minions and to make him appear more educated than they are. His rough background is betrayed, however, when he comes across objects of great value, to which his usual response is ‘Must be worth a lot of grotzits’ or ‘I can do you a deal on that.’ A native of the planet Cilostephus, in the constellation of Andromeda, Glitz has spent some time studying, as he might say, the architecture of rudimentary behavioural reform establishments: in other words, he has been in prison. The Nosferatu, Glitz’s spaceship, is any craft that Glitz happens to acquire on his travels. The Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply the commandeered vessel of Ice World’s late ruler, Kane. Glitz’s propensity for gambling and adventure means he is likely to lose and gain several spaceships, so his craft may not be immediately recognizable to the Doctor. Although Glitz is lazy and prefers his minions to do any hard work, he will take over when competence is required. He resents being pushed around by anyone, even if they have the authority and are in the right. A stocky, well-built man, Glitz wears swashbuckling attire: a loose-fitting, multi-coloured silk top, a studded leather shoulder-guard worn over his right shoulder, baggy black trousers and calf-length brown boots. His curly black hair is greying slightly, and his sideburns are fashioned into narrow bars. Glitz’s green eyes are mischievous and calculating. Although Glitz rarely works alone, he seldom works with the same people twice, usually because he has diddled them out of any promised remuneration. His crew typically consists of criminals like himself but without the brains for organized action. At the end of Trial of a Time Lord, Glitz left Ice World accompanied by the Doctor’s companion Mel, who was determined to change his criminal ways. In future encounters with Glitz it may be that Mel is present, probably still trying to reform him.


His blaster can be set to stun, inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For contingencies, Glitz usually carries a small but powerful grenade which is concealed up one sleeve of his tunic. The grenade inflicts 7 Wounds to anyone in the same area when it explodes and 3 Wounds to anyone in an adjacent area.

Glitz wears virtually unnoticeable plastics fibre body armour beneath his tunic. Aimed attacks need to be made at his head or limbs to avoid hitting this protection, which is Armour 5.

Apparent age: early 40s Species: Gallifreyan Equipment: Tissue compression eliminator (Wounds 9, range 1 area), or a blaster (Wounds 6 on kill, Wounds 3 on stun) Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution 2 Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1, Sleight of Hand 1, Stealth 2, Thrown Weapons 1 Size: 3 Weight: 4 Move: 3, Driving 1, Piloting 1, Running 1 Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine 2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science 2 Determination: 7, Command 1, Gloating 2, Hypnotism 1 Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2, Striking Appearance 2 The Master and the Doctor are contemporaries, rival Time Lords from their student days at the Academy on Gallifrey. Although the Master is also a renegade, he is dedicated to creating chaos and destruction throughout the universe, sometimes just for the fun of it. At the same time he seeks power over others. Once friends, the Doctor and he are now the bitterest of enemies: the Master is determined to kill the Doctor and lays deadly traps through space and time to attain this objective. No trick is too low for the cunning Master. He will threaten and endanger the lives of innocents and enlist the help of the most dangerous aliens in the universe if he believes it will give him power. The Master has even resorted to working with the Daleks. He is an ally of dubious worth, however, as he is always out for his own good, and will betray his allies if it is expedient to do so. Charm and subtlety are the two main weapons of the Master. He is devilishly charismatic, disarmingly polite and well-dressed, enabling him to sway people to his way of thinking by simple argument and strength of personality. If gentle persuasion does not work, he uses hypnotism; if that fails he resorts to anger, threats and abuse. It is in failure that the Master’s megalomaniac personality comes forth, although he is quick to suppress any outbursts of temper. The Master’s plans, however, are seldom straightforward. He uses a devious selection of traps to snare the unwary or to ensure he has time to escape when his plans go wrong. His quest for power leads him to investigate powerful civilizations in attempts to learn their secrets. The Master will use the superstitions and beliefs of a people against them while manipulating their technology. Yet he sometimes underestimates both the resolve of the people and the power of their technology, ending up with nothing. He is a formidable expert at disguise, using rubber masks to hide his true appearance and deceive his enemies. Unlike the Doctor, the Master no longer has the power of regeneration because he has reached the end of his natural life cycle. By force of will and hatred for the Time Lords and the Doctor, however, the Master kept his decaying thirteenth incarnation alive long enough to absorb body of Consul Tremas of Traken, whose form he now adopts. The Master has dark, short swept-back hair, a pointed beard and moustache, and blue eyes and dark, brooding eyebrows. He wears a simple black jacket and trousers, with an ornate collar that is embroidered with silver in a diamond pattern. He wears black gloves.

The Master’s deadliest weapon is the tissue compression eliminator, which looks like a black rod about 4 centimetres in diameter and 25 centimetres long. It is equivalent to a blaster that inflicts 9 Wounds but has a range of only one area; if it kills its target, that person is shrunk to one sixth of his height and weight. The discovery of the doll-like remains of this weapon’s victims is a sure sign that the Master is around. Sometimes the Master will use an ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. He also has recourse to a variety of explosive traps and electronic gimmicks.


completely unconnected with main events. and incredibly pleased with himself. Medicine 2. the Monk is careless. Although he is a clever and devious schemer. Gloating 2 Awareness: 4. Only the Doctor’s timely intervention thwarted the Monk’s plan. from gramophone records for sound effects to atomic cannons to destroy his enemies. Running 1 Knowledge: 6. THE MEDDLING MONK Apparent age: late 40s Species: Gallifreyan Equipment: None Strength: 3. History 2. Science 2. He must first beat the difference between his total Absorb Form ability and the target’s Strength to physically take over. is a mischief-maker and interferes with the proper course of events on planets in his attempts to improve history. Very much into creature comforts. historical losers who he believes have a better culture and deserve to survive rather than perish at the hands of a crasser people. Robotics 1. Electronics 2. Disguise 2. his motives and plans are sometimes transparently obvious. the Meddling Monk is a renegade Time Lord who cannot abide the restrictive practices of his people. just a misguided one. Blunt Weapons 2. cheerful face. the Monk has a habit of accidentally leaving anachronistic clues to his presence. and green eyes. although his TARDIS usually has stocks of weapons from all times. If he succeeds. Weapons The Monk is not normally armed. and may well turn up as a third party in an adventure. it is possible to find modern kitchen equipment and power lines. MacGuffin 1. brown. Iron Constitution 2. Yet he behaves childishly and sulks when his plans are balked. he must then beat the Determination of the host’s mind using his Determination in order to control both mind and body. He also champions the underdogs. Acting 2. He is the Prometheus of the cosmos. TARDIS 2. allowing the time and space machine to fit in with its surroundings. Most of the time. a disguise that allows him to pass freely through the primitive societies which he seeks to enlighten.DOCTOR WHO — TIME LORD Absorb Form [Strength] If the Master’s body fails him. Temporal Science 1 Determination: 5. Regenerative Powers 3 Control: 4. Although his TARDIS’s chameleon circuit works. The Monk. He has a round. the Monk dresses in a brown habit and round cap. he can attempt to absorb the body of another. slightly greying hair. the Monk carelessly leaves objects outside it: in his secluded base. He is quite handy with improvised blunt weapons. Con 2. 109 . It was his intention. The Monk believes that technology should be given to primitive societies so they can improve their lot in life. Cheat Death 3. hoarding trophies in his TARDIS that have been taken from all periods and places in time and space. The Monk is not an evil character. too. when his schemes are running smoothly. He is quite jovial. Astrogation 2. Intuition 1 Like the Doctor. First Aid 2. nor does he wear armour. however. bringing technological fire to its people. who has twice stranded him. Stealth 2 Size: 4 Weight: 4 Move: 3. He longs to get revenge on the Doctor. for example. to forestall the Viking invasion fleet that left King Harold’s forces to exhausted to beat off the Normans in 1066. Pseudoscience 1. He is a collector. The Monk will use any technological aid he can to further his plans.

brunette hair tumbles down over her shoulders and back. Striking Appearance 2 The Rani is an exceptionally talented Time Lord whose main talent is neurochemistry. and she seeks him out only when his talents are necessary to success. the subject’s mind becomes receptive to the commands of the Rani. Out of her disguises. First Aid 2. crimson trousers and red-leather mid-length boots. the Rani is a strikingly attractive and imperious woman. The Doctor is merely a brilliant tool for her to use to further her experiments. she is also an outstanding genetic engineer. nor does she wear armour. Sleight of Hand 1. Stealth 2 Size: 3 Weight: 4 Move: 3. Mathematics 1. Although the Doctor has ruined her experiments in the past. Acting 2. Computing 1. Her heart-shaped face has high cheekbones. On her left wrist she wears a broad. The mines inflict 10 Wounds to anyone in the same area who treads on them: anyone who enters the same area as a mine will be blown up unless they can beat the difference between their Awareness and the difficulty of spotting the mine (its Size of 6). as well as operating scientific apparatus. Her TARDIS is a monument to her genius: inside. Her completely unethical approach to her experiments. means that the Doctor often fails to recognize her and only too late realizes who he is up against. making them subservient to the Rani’s will. The poison does not injure its target. 110 . sparkly tunic. Gloating 2. In such events she carries a small blaster that inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. Weapons The Rani does not habitually carry a weapon unless she believes her victim is going to resist. Electronics 1. Medicine 1. and she is forced to experiment wherever she can temporarily set up a base. These typically take the form of mines detonated by trip wires. She also uses chemicals and drugs rather than mental powers such as hypnotism to ensure obedience. however. Long. Wounds 3 on stun). The Rani uses stealth and subtlety to achieve her objectives. Usually she relies on an impressive arsenal of traps to protect her base or to stop captives escaping. Iron Constitution 2. however. are usually elaborate. communications bracelet Strength: 4. Pseudoscience 1. Disguise 3. Temporal Science 2 Determination: 6. Science 1. however. MacGuffin 1. resulted in the Time Lords banishing her from Gallifrey. Robotics 1. Cheat Death 3. her eyes are a chilling blue-grey. metallo-plastic bracelet which provides audiovisual communication with her minions and spy cameras. Poisons 1. Brawling 2. Command 1. Con 3. She typically wears futuristic clothing: a crimson. but the total Wounds it inflicts is the difficulty that the person has to beat to recover from the drug and throw off the Rani’s control. and seldom tries to be too clever for her own good. Her great talent for disguise. Escapology 1. Running 1 Knowledge: 7. Indomitable Will 1 Awareness: 4. Human beings are a particularly rich source of raw materials for her experiments: the Doctor has said she regards people only as walking heaps of chemicals. TARDIS 2.DOCTOR WHO — TIME LORD THE RANI Apparent age: mid 40s Species: Gallifreyan Equipment: Blaster (Wounds 6 on kill. The grubs she impregnates with mind-controlling drugs and feed to her potential slaves suppress the Determination of their host. preserved or dormant specimens of creatures are displayed like ornaments in glass containers. Her traps. she considers herself above the need for petty feuding. such side effects are not enough to make her abandon her experiments. Explosives 2. The drug is equivalent to a Wounds 4 fast-acting poison: if it beats the difference between its Wounds and the target’s Strength. Regenerative Powers 3 Control: 4. It does not matter to her whether the drugs cause pain or death.

Sil.DOCTOR WHO — TIME LORD SIL Apparent age: indeterminable Species: Mentor Equipment: Tub of marshmallow slime. He works for the Galatron Mining Corporation. Bargaining 3. Not all of the Mentors are as corrupt and distasteful as Sil. the eyes are large and bulging. Sil is a devious and deviant schemer who is as repugnant in nature as he is in appearance. By human standards a Mentor is repulsive to look at: although its face has human features. He relishes the pain of others and delights in their torture. but instead of legs they have a tapering. one of the main trading companies of Thoros Beta. Sil is far from a threat and could be easily destroyed. slimy frill of skin surrounds the neck and spreads over a Mentor’s shoulders. Mathematics 2. Law 2. they are not particularly mobile and need human assistance to move freely. open-faced helmets that count as partial Armour 5. Swimming 3 Knowledge: 6. Command 2. They have well-muscled chests and arms. The Mentors are skilled traders in the universe’s commodities who are rarely on the losing side of a deal. translation box. Gloating 3 Awareness: 4. segmented tail. Sil is a fawning coward who seeks only to gain favour in his employer’s eyes. often incoherently owing to a fault in the translation box he wears on his left breast. armed with blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Mentors are naturally creatures of the sea. A bony crest surmounts the head. Sil has a particular dislike of the Doctor’s assistant Peri. and its teeth are sharpened to points. however. especially if it is a member of the ugly human race that is suffering. Bureaucracy 2. Despite his overt love of painful entertainment. and is paranoid that one of its rivals will usurp his company’s position as an exploiter of valuable resources. The Mentors are green-skinned and about 1 metre long. who he considers is particularly repulsive. skin counts as full Armour 3 Strength: 3. and a loose. Cheat Death 2 Control: 2 Size: 5 Weight: 3 Move: 1. Yet he is backed by the weight of the Galatron Mining Corporation. To him. has been corrupted by the power that his trading position provides and is decidedly decadent. if the corporation’s faith in Sil were destroyed. Con 1 Sil is a particularly sadistic member of the Mentors. Although they have adapted to life on land. They are far future soldiers. he would suffer a more crushing defeat. Poison 1 Determination: 4. His voice gurgles and splutters words. Weapons Sil is not armed: he relies on his guards to protect him. Weaknesses Physically. Armour Sil’s slimy green skin is equivalent to full Armour 3. Computing 2. another’s distress is an opportunity for entertainment. His human bodyguards are treated as little better than slaves: they carry out strong-arm work as well as mundane tasks such as spraying Sil with the water that he needs to prevent his skin from drying out. even at the expense and hardship of others. They will hide the true worth of a resource if it means they can pay a lower price for it: their goal is to obtain maximum profits. a highly intelligent slug-like species from the planet Thoros Beta. they are just small creatures making big business. 111 . The Mentors employ drugged and obedient human guards to protect them and to carry the palanquins in which they ride. they wear metal.

Weight: 6. Size: 2. when it is important to work out whether the bad guys close on the Doctor and his companions. Weight: 3. the number of areas it moves is the number of Wounds it inflicts on a target. Damage Resistance 1. the abilities of different types of vehicles are important only in chase scenes. others can apply it to only certain types of terrain. Tiger Moths and Cessnas. Helicopter Strength: 6. Some vehicles can apply this to all such terrain. A driver or rider with a Move special ability such as Driving adds this to the Move of the vehicle to determine how far it can move each action turn. If he has to control the vehicle. Light aircraft Strength: 6. Move: 4 A pedal bike is an emergency item of transport for one person. Damage Resistance [Strength] This ability allows an inanimate object to withstand impacts and attacks owing to its construction or component materials. Car Strength: 6. to do stunts or manoeuvres. To regain of a stalled aircraft the pilot must beat the difference between his Piloting ability and a difficulty of 6. Move: 6 Cars are the predominant form of transport on twentieth and twenty-first century Earth. escape from them or just for everyday travel. A light aircraft must travel at least four areas a turn otherwise it stalls and may crash. typically used to push objects out the way or tow other vehicles out of trouble. however. Weight: 6. such as mud or shingle beaches. treat all terrain as difficulty 1. In all cases. Bicycles can usually be found propped against lampposts in town and city streets during the twentieth century on Earth. able to hold five people and still allow them to use certain abilities. so the Move ability of each type of transport is only its speed relative to other means of transport. however. Size: 4. Size: 2. Vehicles are subject to the same terrain difficulties that affect characters. his Move plus any relevant special ability is used. Helicopters can hover in the air and do not 112 . it is unlikely that a vehicle will ever be used at its full speed. The Piloting ability is essential to be able to fly a light aircraft. Move: 6 Light aircraft typically carry from one to four people: the category loosely covers prop-planes such as First World War biplanes. The are like mobile areas. Bicycle Strength: 4. whether it was to chase people. When used as a fast-moving ram. Some vehicles have the ability to resist damage better than others: such vehicles have the special ability of Damage Resistance. An attack directed at a vehicle has to overcome its Strength to put it out of action. Damage Resistance would be used to protect a car in a crash. Some vehicles. Such vehicles have an additional ability. far future cars that use repulser fields to keep them off the ground. or vice versa. Damage Resistance 1. Weight: 6. Damage Resistance 2. it must be remembered that they are permanently in difficulty 2 terrain. which has a difficulty of more than 1. Damage Resistance 1. Air cars. In TIME LORD. the Rough Terrain ability is added to a vehicle’s Move to determine its total ability which is matched against the difficulty of the terrain. Move: 6 The Brigadier uses a two-man helicopter quickly to get to crisis areas. called Rough Terrain. At tactical level during action turns. for example. or to withstand gunfire. have tracks or broad tyres that allow them to travel more easily over certain types of terrain. it also has to resist this using its Strength so that it is not put out of action. Size: 2. The ability acts as a type of Armour: any Wounds inflicted that do not beat the Damage Resistance count as superficial damage and do not count against the total that puts the vehicle out of action. Any attack that puts a vehicle out of action does not necessarily destroy the vehicle: it usually indicates that a vital component has been damaged and must be repaired or replaced. Mechanical vehicles have Strength abilities that indicate their motive power.DOCTOR WHO — TIME LORD TRANSPORT The third Doctor was particularly fond of flashy or gimmicky means of transport. Although it may appear that boats can travel as fast as cars. Rough Terrain [Move] Rough Terrain is the ability of vehicles to move easily over terrain.

in effect. Speed boat Strength: 3. if the rider falls off. motor bikes are the sexiest form of transport that a companion can hope to drive. Damage Resistance 1. Protective gear. Weight: 6. Damage Resistance 2. Motor bike Strength: 5. but Size 1. Knowledge: 1. Weight: 5. Size: 2. Move: 7 Speed boats are the nippiest form of waterborne transport in TIME LORD and just the thing to use to chase or escape from villains. Weight: 5. Move: 6 Jet bikes are the waterborne equivalent of motor scooters. Hovercraft Strength: 6. It conveys an advantage to its rider in combat: the rider’s Defence is increased by 1. rowing boats with outboard motors. inflicting 5 Wounds. Move: 4. Land Rover Strength: 6. Weight: 5. Jet bike Strength: 4. powerful and fast. Horse Strength: 5. and therefore might carry anything from tea chests to troops. Damage Resistance 2. Move: 6 Small. Their advantage is their carrying capacity. Rowing boat Strength: 2. Weight 7). Damage Resistance 2. Damage Resistance 1. Damage Resistance 2. They cannot. Horses will also instinctively react to an attack against them by lashing out with their hoofs. Tricycle versions with balloon tyres are available: these vehicles have the additional ability of Rough Terrain (land) 1. Move: 6 Lorries are used to convey large quantities of materials or men. however. Size: 2. enabling the rider to swim over and remount. Size: 2. Motor boats have a Move of only 6 because they are. Determination: 2. 113 . They can range in size from tiny one-man or two-men craft (use the above abilities) to passenger vessels (as above. Size: 4. Move: 5 Largely suitable for rivers and inshore work. Size: 3. rowing boats are a slow and cumbersome form of transport. Rough Terrain 3 Hovercraft use a cushion of air to float above the ground or water. Weight: 5. A Land Rover can easily transport six people. they automatically slow down and travel in a circle. These small. They are typically equivalent to two or three areas in size. Lorry Strength: 7. be used to ram targets otherwise they crash! The Piloting ability is essential to be able to fly a helicopter. Weight: 5. Move: 6. Rough Terrain (land only) 2 UNIT troops favour these durable. Awareness: 3 Used as a beast of burden and a means of making men more mobile. The category includes punts and canoes. Damage Resistance 2. Control: 4. Size: 2. Move: 5. Weight: 7. such as a plastics fibre helmet and soft leather clothes. the horse is typically used by primitive societies. equivalent to one area of space.DOCTOR WHO — TIME LORD have to move each action turn they are airborne. Size: 1. rough terrain vehicles and use them to transport personnel and equipment. manoeuvrable craft propel themselves along using jets of water. Size: 2. Weight: 5. is recommended.

to do their dirty work. He secretly guards the Great Key of Rassilon from the president so that the powers of Rassilon can never again be wielded by one individual. Security is the main concern of the castellan. The High Council consists of the president. are the undoubted masters of time travel in the DOCTOR WHO universe. and the Coronet of Rassilon. third or even fourth attempt at getting something right or averting a cata- 114 . Academic life. Officers additionally wear a silver-coloured breastplate to denote their rank. The effect is to propel the affected sector of space and time back to the point at which interference began: time. The chancellor is. TIME AND TIME TRAVEL Time is a flexible medium. commonly known as the matrix. if more than one mind is connected at a time. He is also responsible for the maintenance of the transduction barrier. is anathema to some Time Lords. their own regulations about what can and cannot be done to the fabric of time and space.DOCTOR WHO — TIME LORD TIME LORDS AND TIME TRAVEL The Time Lords. is also a personal force field (Strength 10) that can be extended to protect one other person next to the chancellor. The law has been broken on several occasions: the Doctor has been permitted by the Time Lords to meet other incarnations of himself. sophisticated time machines that are virtually self-sufficient micro-universes. such as the Doctor. catches up with the meddlers. such as the Master. Gallifrey’s centre of learning. who are clever enough to erase their patterns. a low-powered blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. If they travel. A Time Lord can be connected to the matrix. and red dome-shaped helmets. which is led by the president. A strict policy of non-interference in the affairs of the universe has turned the Time Lords from innovators into mere observers and preservers of the balance of time. in a way he is more powerful because he sees that the president’s wishes are fulfilled. who has the forces of the Citadel Guard at his disposal as well as an extensive network of surveillance cameras. His badges of office are the Sash of Rassilon. Headed by the High Council of Time Lords. The first law of time simply states that no one should be allowed to meet themselves. chancellor. a great force field that protects Gallifrey from attack. Mason’s temporal analysis compares it to an elastic membrane that will yield if pushed. the Master and the Meddling Monk are among those that wander through time and space. Citadel Guards are distinctively dressed in red tunics trimmed with white. The most important regulations governing time travel are the first and second laws of time and the Blinovitch limitation effect. Each guard is armed with a staser. and prefer to live rough in the wilds of Gallifrey. red trousers tucked into red leather boots. The president is the figurehead of Gallifreyan society and has wide-ranging powers. in effect spreading the load. who become renegades: the Doctor. an oval gold medallion on a chain. The chancellor’s badge of office. A section of the Citadel Guard is under the direct control of the president. typifies Time Lord stagnation. The amplified panatropic computations network. Arcalia and Patrex — at which young Time Lords receive a thorough education into the history and nature of the universe. and part of the reason why the Time Lords seldom do so is out of a sense of responsibility. It would be easy to abuse the ability to travel freely in time. other Time Lords have left the Citadel to become close to nature. Armed with this knowledge. the city of the Time Lords. Within the Citadel. Blinovitch’s limitation effect is a simple observation that it proves impossible to keep going back to the same point in time in order to have a second. the Time Lords have established themselves as invigilators of the laws of time. an ornate. It is the electronic memory used to record and preserve the experiences of all Time Lords. the weaker one will be subjected to the reality imposed by the other. Great pioneers such as Rassilon and Omega have mastered elements of it and passed on the benefits of their knowledge and achievements to their successors. but even then they prefer to use a free agent. however. castellan and the cardinals of Gallifrey’s Academy. If they intercede it is only to correct an abuse of the laws of time. which enables the wearer to gain access to the matrix. yet even they do not understand all of its intricacies. but will spring back once its limits are reached to return to equilibrium. life is very much devoted to introspective studies at the Academy. the ruling elite of the planet of Gallifrey. The Academy comprises three colleges — Prydon. quite simply. the president’s conscience. Gallifreyan society has stagnated. wide segmented band of gold-coloured metal reputedly with the power to protect its wearer against even a black hole. with traumatic consequences. which allows access to the energies of the black hole that provides Gallifrey with its power. The consequences of becoming caught in the temporal inrush are a matter of conjecture. in effect. the Rod of Rassilon. allowing him to enter it as a virtual reality. Instead they vigorously police time travel to put a stop to infringements of the laws of time. the Brigadier met himself in Mawdryn Undead. but it is suspected that extreme ageing of those alien to the time and space would occur — a fatal effect over a period of several centuries! It is possible extensively to deform the temporal membrane only by pushing against different parts of it. it contains details and the mind prints of every Time Lord except those. they do so in TARDISes. white cloaks.

in a Saxon church it might appear as a crudely carved altar or column. Occupants of a time machine will notice the passage of time as normal. perhaps on the verge of breaking up or entering an area where conditions are so hostile that the ship would be destroyed. the journey is rarely important except when scenes relating to an adventure need to take place. If he were to do so. sitting himself on one of the stone benches or pacing up and down. The Doctor obtained his TARDIS only by stealing. going back to kill his father at a time before the traveller was born. Although the Doctor has made an attempt at repairing the chameleon circuit of his TARDIS. the point at which the TARDIS is going to arrive is often known in advance. A TARDIS materializing on a public beach in Edwardian times might appear as a bathing machine. then logically he would never have existed and his father could not be killed by his hand. through two ordinary-looking doors. is not instantaneous. TARDIS FEATURES Chameleon circuit The Doctor’s TARDIS resembles a police box only because of a fault in the chameleon circuit. giving away the fact that there is a powerful source of energy beneath its battered blue exterior. resounding knell of the cloister bell is a warning that the TARDIS is in great danger. For added safety. Time travel. however. Each incarnation of the Doctor has modified the console in some way. and will need to eat. Originating from the cloisters. It combines with the first law of time to prevent temporal mishaps. say. Each TARDIS has built-in controls that prevent the abuse of the first and second laws of time and take evasive action to another time and space should the Blinovitch limitation effect begin. exists in another dimension: only part of the time machine materializes when it lands. his meddling only resulted in even more bizarrely out of place forms. Most of the TARDIS. The second law of time prevents discontinuity in a person’s time line and avoids paradoxes. and until then is dependent on them. THE TARDIS Although the Time Lords have created many models of TARDIS. it is apparent that the wooden lock-up is more than it seems: it hums discernibly. although he can be sometimes be panicked into believing otherwise. the TARDIS is far larger than its external appearance suggests: it transcends the three primary dimensions of the universe. lies the rest of the Doctor’s time machine: a confusing maze of corridors and chambers that even the Doctor has been known to get lost in. therefore. the sound of the bell reverberates through the ship. The Doctor sometimes retreats to the cloisters. This prevents a time traveller.DOCTOR WHO — TIME LORD strophe. Inside. Control console Most of the TARDIS’s functions are controlled from the hexagonal. to take advantage of new components or to repair damage caused by circuit fires or even blaster damage. Beyond the console room. his ship remains in the form appropriate to England in the 1960s. TARDISes ordinarily look like silver-grey metallic boxes but because this makes them conspicuous. 115 . the measure of relative continuity. even changing its appearance. the Doctor’s type 40 is probably the only one that characters will encounter. however. In addition. Within these limits. According to the Doctor. or ‘borrowing’ as he would say. the cloisters is a tranquil area that resembles its monastic equivalent on Earth. the TARDIS looks like an English police telephone box from Earth during the 1960s. the TARDIS is virtually indestructible. TARDISes used by the Master and the Rani are largely similar. After all. It first manifests as temporal and spatial displacement from the intended time zone. rest and keep themselves occupied on their journey. time travellers can come and go as they please in space and time according to Mason’s temporal analysis. penetrating every room. a slight incompatibility between circuits means it is unlikely that parts from one type of TARDIS can be safely replaced by those from another model. In appearance. it from Gallifrey many centuries ago: the model is now obsolete and considered a museum piece. Close up. and in its ultimate form becomes a time loop. however. in order to think clearly about a problem. and it is from there that the adventure continues. The TARDIS’s doors open into the console room. the location of the time ship’s main controls. In TIME LORD. although slightly more advanced. sloping-topped console that surrounds the time rotor in the main control room. Cloisters Finished in carefully worked and carved grey stone over which climbing plants grow. the Time Lords devised a means of disguising them. however. the hostile action displacement system (HADS) or the TARDIS force field can be activated. the second law of time states that no one can interfere with their time line. The chameleon circuit analyses the surroundings of the TARDIS just before the ship materializes and picks an outward form that blends in. Cloister bell The deep. Anyone’s time line diverges from their ancestors’ time lines only at the point of birth.

such as clocks. about 30 centimetres across. Its main feature is the control console which is set in the centre of the room. Panel one. Panel three houses the communications. The food resembles the concentrated rations used by astronauts from twentieth century Earth during the planet’s first space age. Panel four houses the terminal that gives access to the TARDIS’s computer and databanks. Dematerialization circuit Without a working dematerialization circuit. Each Doctor tends to decorate with control room with different objects: the first Doctor favoured ornaments. life support and lighting controls. Until the switch is reactivated. It provides a power outlet for equipment to be used in the control room or a short distance outside the TARDIS. humidity and oxygen levels. Panel six indicates the power status of the TARDIS and is used to bring in auxiliary power from generators and batteries. on pedestals and even a comfortable armchair. Moving clockwise. Food dispenser Nutritious. The force field generator is located in the pedestal section of the control console and can be detached for use outside the TARDIS. its maximum depends on the energy available from the TARDIS’s generators. a hatstand is practically positioned to keep hats and cloaks for expeditions outside. The Doctor has removed other forms of security owing to the risk of sealing the TARDIS for ever. Force field The TARDIS has a variable strength force field that can be used to keep enemies at bay. viewed from above. many companions not surprisingly long for proper Earth meals complete with all the trimmings. houses the basic navigation and steering controls. with circular mouldings. 116 . Without it. It contains advanced navigational controls that are required in exceptional circumstances only and the TARDIS’s defensive controls. Panel five provides readouts of external and internal environmental conditions. by entering the type of food required into the dispenser’s computer. preventing both entry and egress. including radiation. the TARDIS is suspended in space and time. located in a room near to the control room. Dimensional stabilizer The dimensional stabilizer maintains the spatial relationship of the inside and the outside of the TARDIS. It is from here that the Doctor sets a course for the TARDIS and initializes dematerialization and materialization. Cream-coloured plastics panels cover the walls. panel two houses the switch that opens and closes the TARDIS’s doors and the controls for the scanner. the failsafe switch stabilizes the TARDIS in space and time so that it may neither materialize nor dematerialize. At its lowest level it is equivalent to Strength 10. the TARDIS cannot travel anywhere. concentrated food can be contained from the TARDIS’s food dispenser. the switch can be disabled to prevent its unauthorized use. The Time Lords disabled this circuit when they exiled the Doctor to Earth. The dispenser also issues water in small plastic bags.DOCTOR WHO — TIME LORD The six trapezoidal panels each house controls for different aspects of the TARDIS’s operation. Near the TARDIS’s doors. Door lock Once protected by a number of anti-tampering devices. The force field surrounds the TARDIS at a distance of about one metre. the inside of the TARDIS would shrink so that its rooms resembled those of a doll’s house. Control room The control room is the first room that anyone enters when stepping into the TARDIS. Failsafe switch Located away from the main control room. Access to circuits to carry out repairs is obtained by prising off the control panels or by removing the panels on the pedestal that supports the console. the lock on the outside of the TARDIS door can be opened only by a specially coded key. concealing electronic circuits and lights. Although the food is tasty and filling. as well as the room controls. nearest the TARDIS doors. provided it is activated. he spent much time tinkering with it in order to escape from the planet.

but he dislikes the risk this entails: his enemies might one day prove clever enough to use a companion and the key to steal his ship. and triggers the dematerialization circuit so that the TARDIS makes a short spatial journey. and the controls allow rooms to be jettisoned. New chambers usually show the basic structure of the TARDIS. was partly a bioelectronics lab! The layout. 117 . The Doctor. While the ship is stationary. which resembles Victorian ironwork. the urns contain more formal arrangements. but the Doctor’s poor bookkeeping means that this information is far from up to date — perhaps as much as five centuries old! — and may well be inaccurate about the location of equipment. Zero room The zero room isolates its inhabitants from the forces of the universe. which he is allowed to personalize. It is connected to externally mounted detection equipment. Artificial sunlight makes the courtyard bright and pleasant — an ideal place to relax. Time rotor The time rotor at the centre of the control console rises and falls as the TARDIS travels through time and space. Storerooms Among the many chambers of the TARDIS are vast storerooms that contain essential supplies and materials necessary to the upkeep of both the TARDIS and its inhabitants. the Doctor can issue a spare key to his companions. Companions’ rooms are typically full of souvenirs from their travels or equipment for their hobbies: Nyssa’s room. for example. If necessary. unless the Doctor remembers to program their features. The HADS circuit detects the build up and imminent release of energy. its complex crystalline coding is unique and attuned to the body prints of the Doctor and whichever companions he decides are trustworthy enough to be allowed free access to the TARDIS. the time rotor is motionless. however. making use of its therapeutic properties. allowing them more easily to attain a peaceful state. however.DOCTOR WHO — TIME LORD Hostile action displacement system (HADS) HADS protects the TARDIS against attack by dematerializing it and rematerializing the ship a safe distance away. The list of their contents was once kept in the TARDIS’s databanks. Workshop Deep in the TARDIS is a scientific workshop where the Doctor has the facilities to build and repair electronic and mechanical equipment. The key and lock can be reprogrammed from the main control console. Particular emergencies may make it necessary to shed part of the TARDIS’s internal structure. mainly because it can make the TARDIS difficult to find and reach. Rooms Each companion is assigned his own room in the TARDIS. tends not to activate this safeguard. There is an abundance of plant life in this area: climbing plants creep up the pillars and over stone balconies. TARDIS key Although the key to the TARDIS looks no more complicated than a front-door key. Swimming pool The swimming pool is the main feature of a villa-style courtyard that is decorated with white pillars and urns. type and number of rooms in the TARDIS can be controlled from the main control console. The Doctor needed to use the zero room to settle into his fifth incarnation. Scanner A large television screen suspended in the wall of the control room provides an image of the location corresponding to the temporal and spatial coordinates of the TARDIS. It has no pretences of advanced technology: ancient scientific apparatus mingles with new and futuristic equipment.

DOCTOR WHO — TIME LORD A 500-YEAR DIARY The Doctor occasionally records details of his adventures and the creatures and objects he encounters on them in his 500-year diary. Bessie A veteran.’ says the Doctor in The Invasion . bright yellow open-topped car driven by the Doctor while on Earth. The aliens probably have the right idea. The following extracts are should prove particularly useful to prospective companions. as in Invasion of the Dinosaurs. black holes exert a strong gravitational pull from which matter and even light cannot escape. gets captured or gets lost. It is also known as Terra or Sol 3 and is subject to constant invasions by aliens which know a good thing when they see it. The eye is the heart of a black hole that was entered by the Gallifreyan temporal engineer and architect known as Rassilon. Camera A handy method of making visual records of events and people. Computers are infuriatingly obstinate. and may run out through prolonged use. Environmental helmets The TARDIS is equipped with a number of environmental helmets that usually form part of a space suit. a remote control that allows the Doctor to control it from a distance. Time Lord technology relies on the balancing of the forces of a black hole with the planet of Gallifrey. but liable to blow a few circuits at the slightest logical conundrum. and an anti-theft force field that restrains potential car thieves. The air supply. Cricket ball A cricket ball is an indispensable piece of equipment. Companion A guaranteed source of trouble that either gets in the way of experiments. Dalekanium A highly effective explosive developed by the Daleks. hand-sized bomb inflicts 10 Wounds against targets in its primary zone of effect and 5 Wounds to those in its secondary zone of effect. It is fitted with inertia brakes that allow instant deceleration. Companions are useful as early warning systems. Whatever the circumstance. It can be used only in containment vessels which constantly shift the structure of the containing material so that matter and antimatter never meet. which is achieved through the Eye of Harmony. smile if someone takes your picture. A small. Earth Earth is a pleasant green planet with blue oceans which is favoured by the Doctor. Often unappreciated by its inhabitants. to provide a suitable and breathable atmosphere. where photographs alerted the Brigadier to the presence of Doctor John Smith and Sarah Jane Smith. Earth is destined to end up as a ball of chemical goo unless mankind can change its ways. 118 . is limited. Often used by the military to identify criminals. It can be thrown at control panels to deactivate automatic security systems. Antimatter A safe enough material in its own universe. however. They demonstrate that the evolutionary prospects of an adding machine are limited. they scream loudly should anything dangerous approach. The helmets can be worn on their own. or bounced off a spaceship to use the momentum to rescue a spacewalker whose safety line has snapped or been cut. antimatter explodes violently in contact with the stuff of the normal universe. Computers ‘I hate computers and refuse to be bullied by them. and one of the few weapons that is guaranteed to be effective against Dalek armour. Black hole Gateways to the universe of antimatter. with or without visors.

Homing device Sometimes the Doctor’s ‘infallible’ sense of direction fails him. Have a jelly baby. the janis thorn releases a Wounds 5 fast-acting poison that attacks once every two action turns.’ is the Doctor’s usual disarming approach to security guards and wouldbe rulers of the universe. Stabbed into the exposed flesh of a victim. Yetis and so on could resist. It is like the normal universe. Jelly babies increase the Doctor’s Awareness by 1 if he uses them to charm his way into people’s favour. a mutated Alzarian. It is still useful to appease black marketeers or mercenaries. Cybermen. manipulating the natural weather patterns. however. Jelly babies ‘Hallo. the metal is conveniently worn as jewellery by many companions. which frequently overload their circuits. it immediately paralyses its victim. who cannot look or travel beyond their own solar system. Galaxy Often called the universe by creatures. especially science fiction writers. 119 . Fuses A plentiful supply of electrical fuses is needed for the Doctor’s MacGuffins. It can also be used for imprecise surgery on electronic components. It can be used in hand to hand combat. so the potential of gold is probably limited. gold is a deadly poison to Cybermen. ending her travels with the Doctor. Cybermen. for which the Edged Weapons ability is appropriate. Gravitron Weather on the planet Earth is controlled in the twenty-first and twenty-second centuries by a gravitron based on the Moon. The thorn itself inflicts zero Wounds for the purposes of overcoming armour. Janis thorn Leela uses a janis thorn to paralyse and kill her enemies. or Exo-space as it is also called. Gold In dust form. As a general rule. Laser cutter A laser cutter is a high-precision instrument for delicate surgery on electronic circuits and components. Subsequent attacks increase the paralysis. Leela survived an attack by a janis thorn only because the Doctor was able quickly to synthesize an antidote. The Earth confections are a prop used to gain time or favour: only cruel. The device is palm-sized. or his companions need help to find the TARDIS. there are more galaxies per universe than water molecules in a pint of beer. inflicting 4 Wounds. Timed fuses are essential to use explosives safely: a minimum detonation time of two action turns is recommended for everyone to clear the area of effect.DOCTOR WHO — TIME LORD E-space E-space. In such cases a hand-held homing device from the TARDIS’s storeroom can be used to indicate the rough direction to the TARDIS. are probably working on life support systems that do not seize up in the presence of this metal. If at any time the poison overcomes a victim’s Strength. such as bomb detonators. emotionless or violent monsters such as the Daleks. only it exists in negative coordinates. Adric. Force field A force field is a focused barrier of energy that is largely impervious to physical attacks. Autons. the second Romana chose to remain there. The Strength of a force field is the difficulty that a character must beat to get through: a typical force field has a Strength of 10. and inflicts 4 Wounds. comes form E-space. Force fields also act as a type of Armour: if the force field is not breached by an attack. resulting eventually in death. The Doctor frowns upon the use of such a dangerous weapon. it completely protects anything beyond it. The gravitron exerts huge gravitational forces on the Earth. is the negative part of the universe. The electromagnetic forces it creates can be used to repel attacks against the Moonbase itself by overriding the safety cutouts. Sontarans. I’m the Doctor.

one of the Doctor’s companions. An environmental helmet. Nitro-nine Nitro-nine is an effective explosive whose formula is known only to Ace. and dissolves minutes after its has done its job by the action of condensed water vapour from its victim’s dying breath. It has a short time fuse of 2 actions turns. 120 . Pocket watch Each incarnation of the Doctor has carried a pocket watch. Medical pack The TARDIS has a dispenser that issues medicine-impregnated bandages that promote the healing of wounds. Medicine 2 for the purposes of healing. Nestene autojet The Nestenes’ ability to animate plastic and the Master’s technological know-how were combined to produce the Nestene autojet. The plastic film is soluble in water. The Doctor typically lays a path of brightly coloured liquorice allsorts on the ground to distract guards and draw them away from objects they are supposed to be watching. This meter is reliable. so if you have to use it. Its constituents react violently in contact with anti-matter. this Earth confection has other uses. It tends to work only after the TARDIS crew has stepped outside. it can even be used to set off mines. Apart from usefully measuring the relative passage of time and acting as an alarm to remind the Doctor of certain events. a pocket watch and chain can be used to hypnotize opponents. Sonic screwdriver The Doctor’s sonic screwdriver is a general purpose MacGuffin that harnesses sonic energy to manipulate and open mechanical and electronic locks. The length of activity in space suits is limited by the air supply. The Doctor occasionally uses a portable meter to measure the extent of different types of radiation away from the TARDIS. Nitro-nine inflicts 7 Wounds on anyone in the primary zone of effect and 4 Wounds on anyone in the secondary zone of effect. can be used separately on planets with thin atmospheres. Taranium Taranium is a vital mineral used to power time machines and temporal weapons. They are available only if the Doctor has remembered to restock the TARDIS dispenser with the required drugs. a harmless-looking plastic daffodil. and Ace is forbidden to make it: she usually has a plentiful supply. Reversing its polarity turns it into a powerful electromagnet which can be used to draw back heavy bolts. It is unstable. but it is not infallible. Particularly large and megalomaniac liquorice allsorts tend to have personality defects. whereupon it shoots a plastic film over the target in an attempt to suffocate its victim. Space suit The TARDIS’s wardrobe has a reasonable stock of space suits. It is programmed to respond to heat and the pattern of a human face. It is used mainly by the Daleks to power their time capsules. A dye on the exterior of the bandage changes colour when the wound has healed. and a taranium core formed the heart of a Dalek weapon that was intended to destroy time. Radiation meter The TARDIS has a radiation meter built into its control console. place it and run! N-space N-space is our universe: normal space comprising normal matter. as well as containing air canisters. Its ability is equal to the Doctor’s total MacGuffin ability. It was destroyed during The Visitation at the time of the fifth Doctor. Medical packs have the abilities of Knowledge 6.DOCTOR WHO — TIME LORD Liquorice allsorts Like jelly babies. The trick rarely works twice on the same guard. Its counterpart is E-space. which provides protection for the head. which are essential for exploration in space and on many moons. This action can also be initiated by radio signals activated by the Nestenes’ human agents or allies. however. By boosting its power and concentrating the sonic energy into a beam.

Torch The TARDIS storeroom carries a number of chemical and electrical torches that are vital to explore some of the dingy caverns in which the craft lands. It is opened and closed from only one end of the corridor. The Time Lords use it to power type 40 TARDISes like the Doctor’s owing to its long life. Time-space visualizer The time-space visualizer can look at any event in time and space. laser cutters and probes. and it has bases near or in the capital cities of the main world powers. a subsidiary will often be blackmailed by politicians into acting against their leader’s will. Time corridor A time corridor is a two-way connection between one time and space and another. 121 . It can fly: in the air it is treated as a light aeroplane with Move 7. Its headquarters is in Geneva. sweptback wings. If the Doctor knew how each one worked. It can provide insight into recent events.DOCTOR WHO — TIME LORD TARDIS key The key to the Doctor’s TARDIS is molecularly coded so that only the Doctor or recognized companions can unlock the door. 1980s and 1990s. a key element in the power sources of many spaceships. The Whomobile is a compact. whose regular staff includes Captain Yates and Sergeant Benton. such as drone clamps. magnetic clamps. Although nominally independent of each country’s government. Each base is dependent on the good will of the host government. provided its operator can program it correctly. typically on a spaceship or planetary base. with a pass under the name of Doctor John Smith. that are essential to routine maintenance on the TARDIS. Daleks used time corridor technology until their scientists developed timeships. he would probably have a fully functioning TARDIS. The TARDIS’s Zyton 7 has been exhausted only once in many centuries of time travel. Switzerland. on the ground it is treated as an air car with Move 6. Time loop Time loops are temporal traps that keep their victims snared in a short. forewarning the TARDIS crew of imminent danger. neutron rams. Only civilizations that have developed temporal science have a chance of breaking out of a time loop. The United Kingdom section of UNIT is headed by Brigadier Lethbridge Stewart. Whomobile The third Doctor built a special car during his sojourn on Earth. The only chance of breaking out occurs if the victims discover at which point they entered the time loop and can then devise a means of changing their actions. He is active in this role throughout the 1970s. Zyton 7 The prison planet Varos is the main source of Zyton 7. The Doctor has since become the temporary scientific adviser to UNIT in the UK. The Doctor has to program the key so that new companions can use the key: the first Doctor is particularly reluctant to do so until he can trust his fellow travellers. TARDIS toolbox Useful source of MacGuffins. repetitive cycle of time. Lethbridge Stewart was first encountered by the second Doctor. UNIT Earth’s United Nations Intelligence Taskforce (UNIT) is a worldwide organization set up in the late twentieth century to investigate and combat extra-terrestrial menaces. silver car with curved.

DOCTOR WHO — TIME LORD PART FIVE The Never-Ending Script 122 .

therefore. therefore. It is important to realize that the referee is not against the players: he is as likely to help them as he is to set perplexing puzzles. is the one person in a game of TIME LORD who should read this book thoroughly at some time so he has a clear idea of the scope of the rules and how they work. referees have different styles. For a start. he is the means by which players enter another universe. bulldozer. force field 123 Table 5B: Control (example Difficulties in italics) 0 1 2 3 Unco-ordinated.DOCTOR WHO — TIME LORD HOW TO BE A REFEREE No role-playing game really ticks without the presence of a referee. are difficult to maintain. And he also needs to keep track of the fate and actions of everyone on an adventure. after all. and it is usually his enthusiasm that encourages other people to play in his games. walk. random movements. He is the person who believes it would be entertaining to run a game using a particular set of rules. He is the person that gives players the initial push into an adventure. because he has an idea for an adventure. The referee. a referee has to absorb a vast amount of information about the DOCTOR WHO universe as well as the rules that make the game possible. because he controls characters that players can befriend and who help defeat the villains: it is difficult to be against someone who helps attain an objective! The referee’s part in a role-playing game is to maintain play balance and adjudicate players’ actions to get results that are consistent in the context of the DOCTOR WHO universe. use simple vehicle such as a car. Table 5A: Strength (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 No strength at all Small rodent Child Average adult Strong adult Human maximum. that in a group of novices. will have had the greatest opportunity to study the rules and should have a good grasp of the basic mechanics. flexibility and storytelling. simple machines Average human. It is suggested that a different incarnation of the Doctor and other companions to the ones played under the control of the first referee be used to retain continuity in each referee’s universe. Experienced role-players also often choose their referee this way. Ideally. Until the players themselves obtain copies of the TIME LORD. Players depend on him for scenesetting information in the same way as they might absorb such details from a film or the computer-generated graphics of a virtual reality. WHO SHOULD BE REFEREE? The referee is commonly chosen by default whenever anyone plays a new role-playing game: he is usually the owner of the rule book. He. After one or two adventures. adjusts to their whims and actions. His other tools are imagination. Geoff Capes Car. necessitating clear-thinking as well as bookkeeping skills. hold object Barely controlled movement. play notes on a musical . what one deems suitable for his players may be too tame or too excessive for another referee. whoever owns the copy of TIME LORD should be the referee. and even offers them help when they get stuck. awkward. In some ways the referee is also part of the group. if they do something within the world that the referee has described. clap hands. however. Imaginary worlds. It is suggested. it makes sense for the owner of the rules to be the referee. form letters Clumsy. the referee uses all these tools to become transparent to the action: in effect. use basic tools. however. one of the players may want to take a turn at being referee. and it takes time for a novice referee to develop all the skills that will ensure his players feel they are entering a different time and space. Cyberman Lorry. hydraulic press Jet aircraft Spaceship Gravitron. it is the referee who reacts to their actions and maintains the feeling of suspension of disbelief. Any referee should encourage this: it adds to the variety of the game and gives the referee a chance to play a character! Even within the same group. He also has to learn how to describe scenes and people graphically so that they come alive. TIME LORD is just one of his tools: it provides a set of physical laws as well as background information that is consistent with those laws. for the person who buys a new set of rules is the one most likely to want to get a game started.

Which one is press 7 should sit slightly apart from the players. if you Table 5A: Strength (example Difficulties in italics) feel they are too weak. operate complex vehicle such as a helicopter. simple machines Average human. the nature of alien intelligences. Although the physical laws of the DOCTOR WHO universe are broadly similar to those of our own world. always use the principle of beat the difference when rolling the dice. in which rivers of fluid ice course through the cores of planets. the second concentrates the players’ minds Lorry. play notes on a musical instrument Skilful. The rules. scrap paper as well as notes on characters and the the game: table space aircraft adventure in progress. hold object Barely controlled movement. ideally with a table for his own use. too. crack a safe. walk. A mature player will accept. the referee on the game. If something does not seem right. they are certainly not privy 3 Average adult to the scheming or skills of their opponents. although he may not agree with. DOCTOR WHO is a setting in which elite soldiers can fire at point blank range and miss. 1 Small rodent One rule that cannot be broken is that the referee’s word is law. 4 Strong adult 5 Human GETTING ORGANIZED maximum. for example. but it cannot simulate every effect simply because the background contradicts itself. is a minor form of rule-changing: you 0 may need to invent No strength at all rules to cover special situations or bend ones to simulate a different effect. can be broken. walk tight rope. concert musician. hydraulicbest is a matter of personal preference. therefore. they are likely to become disoriented and argumentative. Either way. The Cybermen detailed in Part Four. Tweaking abilities. Some groups split up around a room and slump in armchairs. a referee’s decision. The first method encourages a relaxed atmosphere. swing from trapeze Comic book superhero Raston robot Divine powers Divine powers 124 . athlete. clap hands. Whatever you do. Any effect that is deliberately intended to make players feel uncomfortable should be carefully considered and handled. Notes that the players should not see can be kept handy yet away from their eyes. cut gems Human maximum.scenesfield controlled by the referee takes place there without the main players’ Table 5B: Control (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unco-ordinated. form letters Clumsy. when it does not. and in which villains who certainly died in a previous adventure resurface to menace characters again. time paradoxes and natural phenomena as well as the demands of television magic mean that not everything in the game may behave exactly as expected on twentieth century Earth. Players feel comfortable when reality behaves as expected. play musical instrument well Very nimble-fingered. While running the game. fine. It is the realm where science fiction becomes science fact. although it is vital at times to make players believe or have faith in an adventure or the referee. juggle. TIME LORD is designed to be generally consistent with the background. lower their Armour. Geoff Capes There is no set way of playing a role-playing game. the refereeChildthe final say. dice. above human average. use simple vehicle such as a car. No matter how much a player whines or argues. 6 Car. Cyberman others prefer to sit round a table. random movements. REALITY AND REALISM TIME LORD is simply a set of rules that have been designed to give an effect: they aim to simulate the reality of the DOCTOR WHO television series. you are probably better off without him: has 2 players often do not know the full story when they perceive a referee’s ruling as unfair. increase their Strength. 9 Spaceship The referee’s table is like the backstage area of a play: events and referee characters are waiting in the wings 10 Gravitron. are those from the time of The Moonbase and Tomb of the Cybermen: if you want wimpy Cybermen. ninja. bulldozer. however. force action for their cue. master watchmaker. Here he can organize the running of 8 Jet is needed for the rule book. If a player ups and leaves.DOCTOR WHO — TIME LORD RULES. Realism is a tool that to a degree can be dispensed with. as referee you have the right to change it. use basic tools. awkward. virtuoso musician. and behind-the. do not expect results to be realistic but consistent with the general laws of the DOCTOR WHO universe.

The referee’s sense of game balance is important here: appropriate values are relative to the player characters’ abilities. lapdog. the referee can make the TIME LORD universe come alive. There should also be somewhere. trawler. baby. BRINGING THE GAME ALIVE How much the referee puts into an adventure to an extent affects how much the players get out of it. remember to deal with all the players equally: it can be boring and frustrating for players to be left on their own for long. wide corridor Small human. Players will use this information to imagine what the alien world they have landed on looks like. It does not take much acting talent to make a referee character more than two-dimensional. If players enter a new environment — whether it is a spaceship.DOCTOR WHO — TIME LORD knowledge. road width. convey this information too. If there are sea birds or other forms of life. horse. Tyrannosaurus Rex. or when they are used in an adventure. flea. Dalek eyestalk. Give them an idea of the steepness and climbability of the cliff. and their players should not know what the others are up to or what happened until everyone meets up again. ventilation duct. gnat. small doorway Small child. have on the water’s surface. chimney flue Cat. cat flap. for example. large dog. Dalek. hamster. bag of shopping Up to 40 kilograms. describe the mood of the sea and the effect the two suns. baby. flea Up to 1 kilogram. and let them know it burns their throats if it contains hints of acid. brontosaurus. sounds and smells on Earth. almost weightless. screwdriver Up to 6 kilograms. warehouse Elephant. hamster. aircraft hangar. When such characters are created. put a few notes about their behaviour and quirks of personality. If the TARDIS lands on a beach at the foot of a cliff. using the rule book or a cupped hand to obscure the dice from the players’ view. If characters do become separated. REFEREE CHARACTERS Characters controlled by the referee both provide information for the player characters and give the referee the chance to role-play. child. His weak abilities should be equal to or less than the Table 5C: Size (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Palace. just effort on the part of the referee. Referee characters that are role-played well develop personalities and become believable. wide door. small adult . By the bare statistics that are the character’s abilities. it is possible to create a picture of an alien environment. players will feel their characters are dealing with other people. that the referee can take players who are away from the main action or whose actions need to be carried out in secret. Referee characters for an adventure are easy to create: just give them the values that are appropriate for each ability. mousehole. gas particle 125 Table 5D: Weight (example Difficulties in italics) 0 1 2 3 Up to 10 grams. Cyberman. It is inevitable that characters will become separated during the course of an adventure. whale. let the players know. Tell the players how they feel as they breathe in fresh. log cabin. Those characters that take a dominant role should be more thoroughly detailed so that they can be played consistently from game session to game session. large dog. or whatever. rowing boat. Dice rolls that players should not know the results of should be made here. try to give each one a different personality. book. yacht. crack in masonry or woodwork Speck of dust. ajar door Mouse. By giving players comparative descriptions to similar sights. width of a country lane Large human. airliner. By drawing on storytelling skills and powers of description. it will also help them role-play their characters through the suspension of disbelief. room Car. typical area. such as a separate room. a planet or even just another room in a complex — it is the referee’s description that they rely on for information before they act. which helps to increase the players’ involvement in the game: instead of feeling that they are dealing with the referee. salt-laden air. plughole Gnat. particle of powder. small dog. Ice Warrior. average dog. Exceptionally good roleplayers can be trusted to observe events they are not involved in because they will not use such information to advantage. A villain who cannot be swayed from the path of injustice should have Determination two or three points higher than the average player character’s ability. the nature of the rock and its colours. bar of lead. hairline crack Molecule. large spider. if it is eerily silent. cow. rat. Cybermat. and tell them any observer might normally take for granted.

a character to beat is airliner. large must overcome to affect it. however. will have to roll the dice to succeed. The default is a difficulty of 5. wide the right game system generates excitement: players sometimes will the dice to produce corridor numbers! 4Difficulties should be chosen so largethe dice are rolled at tense moments. and it is when some or all of the characters have a chance of failure that the 3 Large human. baby. the players will feel that they have had too little of a challenge. each player hasarea. to go their own way without being channelled in a particular direction by the referee. to be used when 9 immediately obvious equivalent to whatever is being attempted. to overcome an 6 Cat. flea Up to 1 kilogram. gnat. and to overcome its Weight to lift it.000 tonnes. Look at the abilities given to villains and aliens in Part Four for guidelines on the level of abilities. planet 126 . whose abilities typically range from 3 to 5. Of course. lapdog. Rolling the at what they attempt so horse. the referee uses the number of research turns that have passed to determine when the Daleks’ next move will be made. Dalek. brontosaurus. Cybermat. as characters. mousehole. The culties that a character’s Strength spider. log cabin. flea. Sometimes. width ofhiscountry lanecompetent. for example. Ideally. hamster. book. The result is quite independent of the players’ actions unless they are trying to abort the explosion. which adds an edge of excitement to proceedings. car. wide door. small adult Up to 125 kilograms. along with the principle of beat the differ8 Gnat. Ice Warrior. This ensures that 10 Molecule. small dog. small or at times generated to good effect. most elephants Up to 30 tonnes. rowing boat. ajar door object’s Strength to break it.000 tonnes. whale. ventilation duct. crack in masonry or woodwork ence. 1 Elephant. warehouse Picking the right difficulty forbrontosaurus. If you make an adventure too easy. cow. TIME LORD deliberately allows characters that are good enough to succeed Car. Table 5D: Weight (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Up to 10 grams. you merely react to what they do and tell them what they find or what happens to them. much of what happens will pass unnoticed until it is almost too late! Keep all your notes at hand. airliner Up to 2. plughole Difficulties And Abilities Tables give descriptions and examples of the numeric values of each ability: these tables. that dog. particle of difficulty. yacht. space station. screwdriver Up to 6 kilograms. doorway where tension can be Small human. trawler. if the players are in the wrong place at the wrong time. hairline crack the tables seem confusing or have no can also dust. The entire adventure turns into a race against time. large dog. chimney flue adventure. and the referee often has to interrupt what the players are doing with other events. room and they may be deterred from ever playing again. for example.DOCTOR WHO — TIME LORD corresponding abilities of player characters. Novice referees Speck ofresort to a default powder. Only when it becomes apparent that the players are genuinely stuck should it be necessary to intervene. Table 5C: Size (example Difficulties in italics) DIFFICULTIES 0 Palace. bar of lead. lorry. rhino. and then it is best done through the actions of friendly or hostile referee characters. RUNNING ADVENTURES The simplest way to run an adventure is to set the scene and let the players get on with it: as referee. small aircraft Up to 250 tonnes. It will enable you to develop your role as a responsive storyteller. Dalek eyestalk. hamster. are working to a schedule to explode a neutron bomb at the centre of the Earth. You are there to oversee what the players do to solve the mystery you have set them. and you should be able to run an adventure smoothly and with the minimum intrusion of the mechanics into the story line. Cyberman. hod of bricks Up to 600 kilograms. Cyberman. spaceship. average dog. aircraft carrier More than 2. you should not impose your wishes on the players: they should feel free. typical a feeling that a character is 2 dice creates a feeling of tension. If the Daleks. road width. The game system is intended to remove mundane rolls so they do not intrude on an 5 Small child. bag of shopping Up to 40 kilograms. baby. aircraft hangar. rat. Abilities automatically generate corresponding difficulties: Strength is used. the nature of a plot forces the referee to intervene. cat flap. The object’s Strength or Weight provide the diffi7 Mouse. one of the keys to a successful game of TIME LORD. gas particle most characters. Tyrannosaurus Rex. child. almost weightless. motorcycle Up to 4 tonnes. form the backbone of the rules system. adult. make it too hard. van.

car. easy terrain. cybernetics. far future knowledge. injured or elderly human.5 km/h. cheetah.DOCTOR WHO — TIME LORD Table 5E: Move (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unable to move Up to 1. seeks out principles behind phenomena. athlete. use of robots. crawl. acts in response to basic urges Animal instincts. move in time to rhythm. Dalek. Cyberman. understand the meaning of the universe 5 6 7 8 9 10 127 . genetic engineering. emotions. use of force fields. TARDISes Alien intelligences. lathe. interstellar navigation. basic speech. electron microscope Educated to graduate level. open to reasoned argument. mini universes Time Lord knowledge at its peak (in Rassilon's time). light aircraft Up to 3. build time machines. average human. food mixer. bow. jump over 2 metre fence Up to 110 km/h. barely able to move. downhill skier Up to 550 km/h (speed of sound). basic reading and writing. transmat Table 5F: Knowledge (example Difficulties in italics) 0 1 2 3 4 Brainless. pikestaff Capable of speech. rockets. religious and social prejudices. race horse. jump over tea chest Up to 25 km/h. biochemical nanocomputers. ordinary horse. typewriter Read and write fluently. jump over matchbox Up to 3 km/h. spaceships. read and write fluently.000 km/h. dance at Nureyev's standard. racing bike. gun Basic reading and writing. spaceship Practically instantaneous travel. genius.000 km/h (less than Earth escape velocity). sceptical but has faith in politics and/or science. use of jet aircraft. use of plough. moped. use of winch. use of light aircraft. astounding feats of memory. obstructed terrain. understand the subtleties of TIme Lord science. helicopter. very superstitious. turn. dance pleasingly. bicycle. nuclear reactor Human maximum in the 20th century. social and political prejudices. biochemical implants Future human knowledge. limping. some grasp of all areas of human knowledge. knows folklore and legend.000 km/h (air speed record). radio. understand future science. jet aircraft Up to 25. rocket sled. use of simple machines. peasant skills. computer. understand the principles of any manufactured thing The White and Black Guardians. missile Up to 200. motorbike. use of car. use of basic mechanisms. jump over shoe box Up to 8 km/h. understand advanced 20th century research. understand an academic treatise. potter's wheel. understand basics of Time Lord science. transmats. poetic speech.

could sell his grandmother. paranoid or has a highly developed moral code. obstinate. totally gullible. can keep a secret unless drunk Determined. mind transference machines. robot Subservient. embarrassed about tipping. Daleks Beyond human limits. obsessive. always looks shifty. can be a real rogue. can get away with a few small fibs but always caught out in a big deception.DOCTOR WHO — TIME LORD Table 5G: Determination (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Mindless slave. automaton. a natural actor and orator. generally has good fortune. even mini-universes. persuasive manner. Cybermen Increasingly immune to biochemical mood changers. sometimes gets excess change when buying groceries but loses money whenever he sells his car. resents being order about unless it is done persuasively. repulsive. picks up vibes Gets away with murder. striking appearance. chameleon-like appearance changes. overpays when bribing.. yearns for leadership Easily led. a laughing stock Neither likeable nor pleasant to behold. dreary company. fails to spot things until they are very obvious Able to lie convincingly at times. able to hypnotize at will. able to shapechange or transfer mind elsewhere. easily deceived. uncomprehending of social signals Average human. silver-tongued. can obtain information by bribery or cajoling.. pig-headed. can keep a secret unless drugged or tortured. regarded as inanimate. difficult to distract or hypnotize Very single-minded. a leader of other men As 6 but with real power. sceptical. likeable. socially skilful. suspicious of most people Human maximum. As 8 Able to exert will to create matter. Cybermen. Daleks. cannot communicate. Omega in the Doctor's time Table 5H: Awareness (example Difficulties in italics) 0 1 2 Unnoticeable. machines for mental control Alien intelligences Reserved for dominating alien lifeforms and zombifying brain parasites Divine powers 3 4 5 6 7 8 9 10 128 . drugs and physical pain. endearing. oblivious to most persuasion. little resistance to intimidation Average human. charismatic. boring and humourless. can spot obvious con tricks. intuitive A head-turner and stopper of all conversation. a professional poker player. unperceptive. will not break under torture but affected by truth drugs. zombie. even able to survive destruction of the physical body. a good talker. able to control and corrupt humans. treated as an object Disagreeable. lacking in social skills.

counts as terrain of difficulty 3.DOCTOR WHO — TIME LORD Whenever more than one ability seems appropriate to a task. also affect other situations. Modifiers At best. a character partly blinded by mist should receive a penalty. A player can elect to use Move to cross it in one action turn and keep moving. using Control and the Leaping special ability. largely based on the referee’s gut feeling. These modifiers are particularly relevant to negotiations and arguments between characters and referee characters. A one-area wide chasm. a character’s resistance to persuasion should be increased if he disagrees with another person’s opinion. use the one that is most relevant to the stated actions. similarly. although those that affect vision. General modifiers are listed in the Modifiers Table — in effect they can increase or decrease a difficulty by 1 to 3. for example. unless this is creature’s natural environment Gun with telescopic or laser sights 1 See 2 Difficulty modifier –2 +3 +1 +1 an area +2 an area +1 +1 –1 every two complete areas2 Appendix 2 Sights in effect reduce the difficulty due to range 129 . Table 6A: General Difficulty modifiers Chances of success are Virtually nil Almost impossible Unlikely Evens Likely Almost certain A certainty Opponent’s views are Opposite Largely opposite Partly opposite Neutral Slightly similar Largely similar In accord Difficulty modifier +3 +2 +1 0 –1 –2 –3 Table 6B: Combat situation modifiers Combat situation Attacker surprises opponent or takes opponent unawares Attacker cannot see Attacker partly blinded Fog or moonlit night Night Attacker stunned 1 or disoriented Underwater. for example. the difficulty should be lower. as his action for the turn. if it sounds right. and to move across it into an area of flat ground counts as a total difficulty of 4. or leap across it. A character leaping from concealment to attack an enemy should get a bonus for taking his opponent by surprise. It is quite possible for a referee to run a game using only the default difficulty of 5. The way a player may want his character to achieve something might sound cackhanded or be a brilliantly elegant solution. if it sounds wrong his action should be penalized with a higher difficulty. the difficulty tables can give only an approximate value given the different circumstances in which the players can find themselves. Most special modifiers affect combat. adjusting it as he sees fit using the general modifiers. Other modifiers reflect special situations.

however. electronic 4 circuit or mechanical part Build a small electronic or mechanical item from available parts Build a small electronic or mechanical item from scratch Repair a jet engine Build a MacGuffin Repair minor TARDIS fault Rebuild TARDIS circuit Repair TARDIS chameleon circuit Analyse virus or poison Analyse alien virus Move 1 tonne of rock Set explosive charge 1 4 4 5 special1 8 8 10 6 8 6 6 100-650 turns 12-96 turns special2 12-48 turns 12-96 turns a lifetime 48-200 turns 48-200 turns 12-24 turns 1-8 turns The difficulty of building a MacGuffin depends on its power. Hurried research Time is often of the essence when trying to defeat an alien menace or finding cures for diseases or viruses. if it consisted of gravel. The difficulty.DOCTOR WHO — TIME LORD Table 7: Research Task Difficulty Time needed 4-12 turns 12-48 turns Repair a watch. The Doctor needs to modify a 20th century transistor radio to transmit an SOS. And particularly advanced or an unfamiliar jet engine might warrant an increase in difficulty of 1 or 2. would be Difficulty 6 plus a general modifier of 2 because it attacks a specific immunity. preparing traps. A rockfall consisting of six tonnes of rubble. building circuits from scratch might take 20 to 100 research turns. can be assigned according to the difficulty tables. obtained from the Knowledge required to understand the technology. for example. researching viruses and so on are assigned difficulties appropriate to the length of time needed for completion. machinery or MacGuffins. and the referee decides it will take 12 research turns (3 hours) to find the parts and make the adjustments. the difficulty might increase by 2 because no lifting gear is available. operating at Determination 6. Knowledge gives appropriate difficulties for technology. so a difficulty of 4 would be appropriate to build a 20th century Earth radio. shifting rubble. RESEARCH TURNS Tasks such as building or repairing equipment. They can try to complete these tasks in less time but at a higher difficulty. These values can also be adjusted using the general modifiers: if the rockfall consisted of heavy boulders. Players may well choose to do so if their characters are clearly capable of 130 . cannot be moved in one action turn: it takes many research turns of effort to clear. and characters may need to complete a task in less time than the basic amount. One to induce fear in Cybermen. A rough guide to the number of research turns needed to complete a task is given in the Research Table along with some example difficulties. The time in research turns required to complete a task depends on the scale of the project. The difficulty is 4. Repairs to electronic circuits might take anything from 1 to 20 research turns. radio. 2 MacGuffins are prepared for the right moment. And the six tonne rockfall has a difficulty of 7 to shift based purely on Weight. The time taken is until 1-12 research turns before they are needed. the difficulty might increase by 1 because no scoops or shovels were to hand. a jet engine would be difficulty 5.

Failure Inevitably characters will fail at some research turn tasks. the player knows he can easily modify the radio in 12 turns and be certain of success. He now needs to beat a difference of 1 to modify the radio in 6 turns. increasing the difficulty by 5 to 9. accomplishing a task within the normal limits — their abilities are higher than the difficulty.DOCTOR WHO — TIME LORD Table 8: Hurried research Percentage of required time 50% 60% 70% 80% 90% 100% 110% 120% 130% 140% 150% Difficulty modifier +5 +4 +3 +2 +1 0 –1 –2 –3 –4 –5 Example: trying to complete a task in 60% of the time would increase the Difficulty by 4. The Hurried Research Table shows the increases to the difficulty according to the amount of time spent on a task. Although it is possible to test electronic components. the character must start again. and instead picks up the sounds of wonderful Big L. which he will certainly beat. players can again opt to hurry. In the examples. however. making a total difficulty of 7. As referee you should make a feature out of failure. if the Doctor hurried his work the dice would be rolled only after six turns had passed. The time required. Incredibly. so the player opts to modify the radio in less time at a greater difficulty. a character can make a task easier by spending more time on a project these difficulties are also given. Because the Doctor has Knowledge 6 and Electronics 2. the time required stays at 12 turns. The Doctor decides he can complete modifications to the radio in 50% of the time. Bench-thumping is the one ability that can be used to compensate for failure. Whether a character hurries research turn activities or not. a total ability of 8. the dice are rolled only after the required number of research turns has passed. but the referee lowers the difficulty by 2 to 2. however. This is reflected by reducing the difficulty using the general modifiers but keeping the same base time. MacGuffins cannot be tested: they either work or they don’t and the only way to find out is to use them against their intended targets. Conversely. Electronic circuits that have been built incorrectly have probably fused in sparks and a puff of smoke. and failure provides a chance to increase tension and develop atmos- 131 . but if that too fails to work. The Doctor urgently needs to send his distress signal. will be apparent. He starts again. every 10% reduction or increase in the time spent respectively adds one to or subtracts one from the difficulty. will have changed as the character has made some headway. That way the player does not know whether his character has succeeded or failed until he uses equipment: the result of failed manual labour. and for this reason it is best if the dice are rolled by the player but the result seen by only the referee. The Doctor again chooses to cut the time required by 50%. In effect. however. the Doctor fails to modify the radio.

1 centimetre wide and 1 centimetre deep hole in that material — a volume of 10 cubic centimetres. Any material’s resistance to cutting tools is given by its Strength: typical Strengths are given in the Materials Resistance Table. it is Table 9: Materials resistance Material Plaster Plastic Wood Brick Concrete Soft metal Hard metal Armour plate Strength 2 2 3 4 4 5 6 7 Table 10: Cutting tools Tool Cutting disc Cutting torch Diamond power drill Diamond wire saw Thermic lance Cutting tools: blasters Tool Cybergun Dalek gun Earth laser Ice Warrior gun Ice Warrior sonic cannon Sea Devil heat gun Silurian heat ray Cutting capability None None None Fair Good Good Good 132 Cutting power 0 0 0 4 6 6 6 Cutting capability Fair Good Good Fair Excellent Cutting power 4 6 5 3 8 . In essence. forcing his pursuers to use cutting equipment to continue the chase while the Doctor makes good his escape — or at least stumbles freely into a carefully prepared trap.DOCTOR WHO — TIME LORD phere. It doesn’t really matter if the players’ hopes rested on building a MacGuffin that would stop an invasion fleet of Cybermen: if it cannot be built in time they must improvise! CUTTING TOOLS Few classic chases in DOCTOR WHO are complete without the Doctor fusing or locking a door. How the pursuers deal with obstacles depends on the value of nearby equipment: cutting tools are slower but safer than explosives. Humanoids. need not always cut a hole big enough for an entire body to walk through. too. The resistance is the difficulty that must be beaten to cut a 10 centimetres long. it may be sufficient to cut a small hole big enough for a arm to poke through and reactivate a locking mechanism or turn a key. however.

If the cutting tool beats the difference between its cutting ability and the Strength of the material. reduce the difficulty by 2. such as those carried by Sea Devils or Ice Warriors. Wounds 6. only the Doctor and his companion Ace are ever likely to want to use explosives: most of the times that referee characters use them. but this value is used to overcome the resistance of the material. in the case of a mechanical tool it has been blunted or has broken. Cybermen and other ruthlessly efficient. can be used to a greater or lesser extent as cutting tools. if he succeeded. thermic lances and mechanical cutters. The capabilities of each type of cutting tool are detailed in the Cutting Tools Table. that area is damaged. To cut a Dalekshaped hole from the base of the door along three sides would require about 350 centimetres to be cut. Each one inflicts its Cutting Power on an object in much the same way that weapons inflict Wounds in combat. In the course of a TIME LORD adventure. Failure means the cutting tool has run out of fuel or energy. modified according to any weak points. If the Wounds inflicted by the explosives overcome a material’s resistance. this value is the resistance of one area of that material to explosives. A Dalek cutting torch. Instead of rolling the dice each action turn during the 35 turns needed to cut through the door. if a number of Wounds greater than twice the material’s Strength are inflicted. blasters that use heat or sonic energy. reduce the difficulty by 1. the referee can simply rule whether a charge has been placed accurately and whether it does what it is supposed to do. divide the volume to be cut by 10 to get the number of action turns needed to complete the task. that object is destroyed. if it is the third attempt. In addition. Explosives inflict Wounds on objects in the same way that weapons inflict Wounds on characters. the difficulty remains that of the material. Small charges of explosives can be placed in one action turn. Different types of explosives are listed in the Explosives Table. the uncertainty is increased about the amount of time the players have to plan or escape. Species such as the Daleks and Cybermen. A further attempt can be made to cut through after the cause of failure has been established. need dedicated cutters and cannot use their blasters as cutting tools. the referee elects to roll the dice only after 35 turns of cutting have passed: the cutting tool inflicts 6 Wounds against the material’s Strength of 6 and would cut through the door after this time if the referee rolls the dice and beats a difference of 0. 133 . Instead of rolling each turn to determine the cutter’s progress. EXPLOSIVES Small charges of explosives are effective both at blowing up objects and blowing up people. Because cutting is such a slow process it can be treated like a research turn activity. such as difficulty 6 for a hard metal door. a craggy object riddled with faults or crevices would be easy to place a charge on. An explosive charge must be placed well to have maximum effect. The difficulty of placing a charge is 5. large charges take 1 to 8 research turns. Failure Daleks. as given in the Materials Resistance Table. A totally smooth object with no defects would increase the difficulty by 2 because there is no obvious spot to put the charge — it counts as an almost impossible task on the general modifiers table. The difficulty is reduced to allow for any headway made during previous attempts: if it is the second attempt. the Dalek would cut a further 10 centimetres through the door. Like failure on research turn tasks failure cutting through obstacles should be made a feature of the game. however. Materials resist explosives using their Strength. calculating alien species do not permit failure and will usually work to safe cutting schedules that ensure success. And by hurrying the cutting procedure. There are three basic specialized cutting tools: cutting torches. The difficulty. In contrast. Each turn the referee would roll to beat a difference of 0. More fallible species may rush a job or just be incompetent. although the Daleks can replace their guns with cutting torches. however. counting as almost certain and decreasing the difficulty by 2. taking about 35 action turns. the cutter advances 10 cubic centimetres through it. While the player characters are on the other side of a door which is slowly being cut through. remember to remind them of their pursuer’s progress while they work out their next move. Or perhaps the material has proved particularly resistant and progress has been slower than expected. cannot be reduced below 1. The cutters can opt to hurry or prolong the cutting time to respectively increase or decrease the difficulty: use the modifiers given in the Hurried Research Table. would usually be able to progress at 10 centimetres an action turn through a typical 1 centimetre thick hard metal door (difficulty 6) of a Dalek city. but which need careful handling.DOCTOR WHO — TIME LORD based on the difficulty of making a 10 centimetre cut through a typical metal door in a futuristic city. They are area weapons with potentially enormous destructive power.

bundle of four sticks Gunpowder. protected by Armour 9. The Wounds inflicted by explosives can be increased by increasing the explosive charge. not go off at all. Rather than use the dice to determine the outcome of arguments or oratory between player characters. should be used to determine the 134 . one can Plastic explosive. halving the amount of explosive reduces the Wounds inflicted by 1. She bundles four cans together with sticky tape. Whichever result is most dramatically appropriate should be used so that failure forces the players to reappraise their situation and perhaps try another route. The dice. Failure If a character fails to place a charge accurately. small Dalekanium bomb Dynamite. are inflicted on any person or object in the secondary zone of effect. Wounds 7. The four cans of nitro-nine will inflict 9 Wounds.DOCTOR WHO — TIME LORD Table 11: Explosives Type of charge Cyberbomb. In the primary zone of effect. given in the Explosives Ranges Table. A primary zone of 0 and a secondary zone of 1 means the explosive detonates at full effect in its area and a half effect 1 area away. full Wounds are inflicted on any object or person in that zone. allow the players to play their roles in an attempt to bring an opponent round to their way of thinking. The zones are the range over which an explosive has effect. similarly. rounded up. especially if it takes place between two player characters. one kilogram Table 12: Explosives ranges Maximum Wounds inflicted 1–4 5–8 9–12 13–16 17–20 21–24 Primary zone (areas) 0 0 0–1 0–1 0–1 0–2 Secondary zone (areas) none 1 2 2–3 2–4 3–4 Wounds inflicted 10 10 4 6 6 7 6 All explosives have a primary zone of effect and a secondary zone of effect. or go off in the wrong place and fail to destroy the object. half Wounds. the nitro-nine would inflict 8 Wounds. might not be enough to blow open a Dalek. and are virtually guaranteed of blowing up the Dalek. one stick Dynamite. Similarly a primary zone of 0—1 and a secondary zone of 2—3 means the explosive has full effect up to one area away from the centre of explosion and half effect from 2 to 3 areas away. HYPNOTISM AND NEGOTIATION Changing someone’s opinion by force or by persuasion is not as simply as making a straightforward dice roll to beat the difference. Doubling the amount of explosive increases the Wounds inflicted by 1. however. sneaks up behind the Dalek and tapes the charge to its shell. If she used only two or three cans. one keg Nitro-nine. it will go off prematurely. Ace decides that one can of nitro-nine.

Jo Grant. There is a subtle distinction between Awareness and Determination in negotiations. in which case both roll the dice to determine whether they succeed in adjusting the other’s viewpoint. adjusting a character’s resistance according to whether he is opposed to or largely in accord with the arguments used against him. to convince a conservative businessman of the merits of communism. It would be difficult. Similarly. Further attempts may reduce the difficulty or end up with one person’s viewpoint clearly established as the right course of action. And if both fail. after the Master initially succeeded in hypnotizing her managed to resist further attempts. for example. each should adjust his argument towards the other’s. however. 135 . Determination is used to resist orders. Any attempt at negotiation or hypnotism should take into account the general difficulty modifiers. although he might agree for convenience to follow some of its tenets. Indomitable Will and Independent Spirit increase a character’s ability to argue or resist domination or persuasion. They should also be used to determine the outcome of any attempt at hypnotism. the other should adjust his opinion or is convinced of the merits of the argument.DOCTOR WHO — TIME LORD outcome of oratory and arguments which involve referee characters. is unlikely to have them radically changed by argument. Awareness is used to resist persuasion and smooth. Special abilities such as Bargaining. Awareness is the skill of persuasion by oratory and clever negotiation. If both characters succeed. hypnotism and the like. for example. If only one succeeds. Determination is the imposition of ideas by force of will. Arguments are not always one-way attempts to change someone’s views: the other person may respond with counter arguments. no change results: either character should offer something fresh for negotiations to continue. Anyone with fixed views.talking. The modifiers should also be used for hypnotism: someone who is set against the Master’s will is more able to resist him.

(The Daemons. the motives of some of the characters. A rough idea of the plot can be sufficient to run a game. if you cannot think of one. The Mutants. many situations can be improvised.) Ancient powers Accidentally or deliberately. This is not as daunting as it may sound: an involving and interesting TIME LORD adventure needs only the rudiments of an exciting plot. In italics after each of the themes that follows are examples of stories that use the theme: by referring to the novelization or programme you can see how the idea was used. (The Mind Robber. blobby green creatures from the near side of beyond infinity terrorize Earth. Or the archenemy is manipulating the resources of a planet or its people to gain power. The Time Warrior. but not change the course of history as they know it. yet most times they are reworked with new aliens or settings to make them unique. For this reason it is best never to follow an existing story too closely: change the plot devices. the more flexible the adventure can be.) Environmental action Negligence of the environment through careless disposal of chemicals creates man’s nemesis.) 136 . The Curse of Fenric. you will need to create your own adventures. (The Green Death. Many themes recur throughout DOCTOR WHO.) Beauty and the beast Foul is fair and fair is foul — the Doctor must determine whether things are as they seem. Plots adapted from books or films have a disadvantage in that one or more of the players may recognize the initial source and be wise to the outcome. (The Reign of Terror. typically the Master or the Rani. bringing technological advances many centuries earlier than they would have ordinarily have been discovered. Planet of Evil. Destruction of the planet.) A world gone mad Reality is overturned and nothing is as it seems. thrillers and historical drama: all these styles and more can be used as the basis for adventures. (The Meddling Monk.DOCTOR WHO — TIME LORD HOW TO INVENT ADVENTURES Once you have played The Curse of the Cyclops. DOCTOR WHO is a universe where space opera mingles with horror. is up to no good and has laid a trap for the Doctor to stumble into. The less you write. time travellers attempt to alter history for the better.) Historic adventure The Doctor and companions take part in historic events knowing that they can observe and advise.) Chase Either the Doctor or someone he encounters is pursued by a deadly enemy who seeks to capture or kill his foe.) Archenemy One of the Doctor’s enemies. A stock source of UNIT stories. The Chase. (Spearhead from Space. forces from the dawn of time are released or unleashed by innocents or the Doctor’s enemies. The Edge of Destruction. and even add or remove scenes. (Galaxy Four. (Time and the Rani. The Claws of Axos.) Altering history Whether as a malicious action or prank. The Doctor must live by his wits to survive and to find out the source of the irregularity. Logopolis. The Crusade. galaxy or universe will result if they are not contained. comedy. there are plenty to be adapted from DOCTOR WHO novelizations or even unrelated films and books on subjects as diverse as science fiction and Shakespeare. some of which may continue well into the next adventure or provide the springboard for it. Your own imagination is by far the best source of a plot because the story line will be unique. Even combine elements of plots so that one or more plots run alongside the main story line. RECURRENT THEMES Alien menace Tentacled. when they are doing it and why they are doing it. As long as you know who is doing what. and the more able it is to adjust to the players’ approach and desires. the adventure at the end of this part of TIME LORD. (Delta and the Bannermen.

The Robots of Death. The Romans.) Mad scientists Morally superior scientists attempt to dominate humanity or create a better world. Roles are reversed and what may happen in one universe may or may not happen in its parallel one. City of Death. intelligent species invade a planet to colonize it or to strip it of its resources. (Invasion of the Dinosaurs.) Traitor A seemingly dependable ally is in fact working for the enemy and reveals himself as a traitor by turning a weapon on the Doctor just as the Time Lord appears to have triumphed. (Resurrection of the Daleks. Morals can be built in as well to deliver a message: DOCTOR WHO stories have attacked environmental negligence.) Survival A species or race reduced to its last numbers fights desperately for survival in a hostile environment. The Web Planet. Dragonfire. The Three Doctors. Earthshock.) Recurrent themes can form some or all of an adventure.) Things from another dimension Also known as things that man was not meant to know yet have none the less deigned to knock on the doors of human knowledge. the Doctor and his companions must choose who is right and who deserves help. even at the cost of genocide. The Key to Time.) Mistaken identity The Doctor arrives on a planet and is mistaken for an ambassador or a spy. (Day of the Daleks.) Invasion Calculating. He plays out the charade until it suits his purpose to reveal the truth — which is sometimes never! (The Curse of Peladon. And if no one faction is better than the other. (The Keys of Marinus.) Whom gods destroy Once powerful beings try to escape imprisonment and restore themselves to true power and recognition in the eyes of their former equals. Robot. they dominate species and seek to take over their worlds. creatures and events can be added.DOCTOR WHO — TIME LORD Intrigue Caught in a struggle for power between two or more factions. is shunned or is enshrined as law or procedure. big business. (Inferno. The Image of the Fendahl. the Doctor must fight a battle of wits to evade the wrath of everyone. (The Dalek Invasion of Earth. (The Pyramids of Mars.) Temporal paradox Companions and the Doctors meet themselves. these are creatures that have crossed or been brought across the dimensional barriers of the universe. inexperienced time travellers attempt to break the first and second laws of time and reverse history. (The War Machines. (The Silurians. (Frontios. whether through mistaken ideals or contempt for lesser mortals. places. several can be used at once to great effect. The Invasion. Planet of Fire. Intrigue can be the main element of a game or provide just part of it in the form of power struggles between dominant referee characters. to which details of people. They must be stopped before mankind is destroyed or forever enslaved. The Face of Evil. racism and bureaucracy among other subjects. 137 . (The Abominable Snowmen.) Technology gone wrong Advanced computers or robots begin to think for themselves and decide man is dispensable. They help to provide the bones of a TIME LORD adventure.) Quest Parts of an artefact are scattered across a planet or solar system and must be reunited to forestall an enemy or prevent a catastrophe.) Rightful rulers Species dispossessed of their rightful planet seek to regain it. As alien intelligences or long dormant forces. The Web Planet. Science becomes the work of the gods.) Parallel universe Everything is the seemingly the same as the characters’ universe but is somehow different. (The Monster of Peladon.

138 . Similarly. right down to the timing of the first landing and the arrival of the main force. and restricts what the characters can do. it is easiest to keep adventures on a small scale. castle or scientific complex just for reference. detailing them by writing down their names and appropriate abilities and notes on personality. they can become complicated political intrigues with much travelling between locations in the TARDIS or more primitive means of transport. The set has only a few key locations in which all the action takes place. some TIME LORD adventures need to have time lines worked out in advance. so the odds of the characters going their own ways grows. It can be worth drawing objects on the square notelets used to form areas to save time in play. Roughly draw a network of areas over each location so that each one can be laid out quickly when the characters reach it and action has to take place. As you become more familiar with the way adventures work. through to the arrival of the Doctor. the detonation time would be a point on that time line. even surviving in time to say goodbye when the Doctor leaves. The number of research turns he has to do this is limited by the time line. deadly henchmen and hordes of inefficient extras with low abilities and a tendency to die at the hands of the Doctor’s capable allies. many villains work to a definite schedule in the execution of their plans. Autons and the like. Super-detailed plans of location are not essential. Most of the time strong villains will have one or two efficient. several hours. if there is a chase. days or even weeks. In effect they are a countdown to action: if nothing happens to prevent it. The Doctor also has a few referee characters who accompany and help him. in this case a shopping centre. It is also a good idea to include a few double agents or traitors. the Doctor’s weak allies frequently tend to die from the blaster fire of Daleks. usually after the Doctor has intervened. It takes experience to handle several small groups of players while keeping each one occupied. Before play you should draw sketch maps of key locations. bypassing any difficulties and choosing different course of action where necessary. Early adventures should take place in the confines of spaceships. environmental domes or within a small geographic area — one of the earliest DOCTOR WHO stories. The Templar Throne deliberately restricts the action to a limited area. Daleks planning the invasion of a planet will have spent weeks organizing their attack. the Doctor would need to prevent the bomb exploding by taking appropriate action beforehand. Think of the limits of a DOCTOR WHO television set before sitting down to draw any maps. such as buildings. and limits the number of antagonists. laboratories. but so little of it will actually be used in play. with the aim of both leaking information and throwing suspicion on the Doctor or his companions. Limiting the area over which play can take place makes it easier to prepare maps and details of places. the scope of adventures can be broadened. Time lines can cover periods of a few action turns. the characters run through a maze of similar-looking corridors or passageways. As the number of factions and areas to explore increase. A time line is simply a schedule of events. the next event on the time line takes place. hold and cells of spaceships. starting from the villain’s first moves. SCOPE Until you have a strong grasp of TIME LORD’s mechanics and have run a few basic adventures. Cybermen. If the Cybermen had placed a bomb deep within the core of a planet with a set detonation time. The Edge of Destruction. and then theoretically outlining the progress of the adventure. Now is also the time to work out the factions involved: you need to have a clear idea of who is against who as well as who might be persuaded to team up with one faction to overcome another. MAPS AND DRAWINGS Even a scrappy map or drawing can help players envisage a location or object more clearly than a spoken description.DOCTOR WHO — TIME LORD VILLAINS AND FRIENDS Once you have decided the rough nature of an adventure. restricted the action to the control room and sick bay of the TARDIS. By noting and detailing the key locations and assigning difficulties (against Awareness) for travelling along any links without getting lost. From simple adventures over a limited area. you need to decide which of the aliens or villains is responsible — it may even be more than one working in an uneasy alliance. Similarly. and so on until the villain succeeds or is thwarted. A referee should aim to simplify his bookkeeping. and even the TARDIS control room. not complicate it! TIME LINES Along with a plot. They will work to their schedule. it is possible to avoid drawing too many maps. You might like to draw the entire plan of a spaceship. Also make a note of potential friends and neutrals. the bridge.

If the referee has envisaged that the Doctor should build a MacGuffin to defeat an alien intelligence. and that means being able to improvise. steamrolling their way through shallow artifices. And they will resent being channelled along the way the referee has prepared for them. 139 . there should be a way of overcoming the menace if the Doctor fails to build one or if the player believes there is a better solution. as referee. They will spot inconsistencies in the plot. You.DOCTOR WHO — TIME LORD PUTTING IT ALL TOGETHER It is very tempting to take all the elements of an adventure and predetermine the parts the player characters are going to play. are there to make TIME LORD an enjoyable experience for yourself and your players. it is important to build in flexibility. then do it. While an adventure should include tasks that make use of certain characters’ special abilities. it should not depend on a character succeeding. But to do so is a mistake. When assembling all the elements of an adventure. Players are unpredictable and will come up with all sorts of solutions the referee could never have envisaged while inventing an adventure. Time lines. If that means bending your rules or those of the game. too. Minor events can go ahead regardless. but potentially devastating events can be adjusted so that players have a chance to do something about them if they’ve been particularly slow or roundabout in their approach to the scenario. should be flexible.

Do not read any further if you are to take on the role of the Doctor or a companion: the information that follows is for the referee only. for it to take place further along the Doctor’s time line. Story line Frustrated by the Doctor’s meddling in their plans. By complicated analysis of the chronons in time-sensitized taranium. there are no background scenes to fill in details for the viewers: the players know only what their characters experience. It helps. however. Curse of the Cyclops Map 1: Schematic View of Scene Links SCENE 1: BEACH & TARDIS SCENE 2: BEACH SURROUNDINGS CLIFF Terrain difficulty 2 per area SCENE 2F: JUNGLE PATH Terrain difficulty 1. Steven and Vicki. Easy to follow SCENE 5: MINES SCENE 4: TEMPLE JUNGLE Terrain difficulty 2 Takes 4 research turns to reach temple 140 . To a large extent. Think of each scene as an important part of a set in a typical Doctor Who story: the actions and decisions of the players decide when to switch to the next scene. Scenes describes the main encounters that are likely. The adventure is broken into three sections: Maps. takes 2 research turns to reach temple. and involves the First Doctor. broken into areas. There is no fixed time line to regulate when events occur in this adventure. the Daleks have plundered the universe for the tiniest trace of taranium in order to set a trap for their enemy. The first provides detailed maps of locations.DOCTOR WHO — TIME LORD CURSE OF THE CYCLOPS Curse of the Cyclops is a short adventure that players should be able to complete in one or two evenings. REFEREE’S NOTES Curse of the Cyclops is a free-form adventure that partly depends on the skill of the referee to improvise. but difficulty 5 v Awareness to keep on path. 20 area chase in action turn time JUNGLE PATH Terrain difficulty 1 Takes 3 research turns to reach mines. or by allowing players to create their own characters. as well as a schematic diagram showing how each encounter area is linked with indications of terrain — an actual map of the island is unnecessary. could conceivably tackle the adventure. the seventh Doctor and Ace. It is possible. Takes 2 research turns to travel along SCENE 3: THE VILLAGE SCENE 6: THE CHASE Jungle terrain difficulty is 2. however. Encounters are broken into scenes that may or may not take place. Friends and Felons details the referee characters that will help or confront the player characters. for example. if the referee can imagine how the villains of the piece will be furthering their plans while the player characters execute theirs. the links and route the players take to each scene are not fixed. Additional companions can be provided by using Alison from the appendices. Unlike a TV adventure. Scenes. and Friends and Felons . It is set after The Chase. the actions of the characters decide what happens next.

at the same time the Doctor and the remaining companions discover the dead body of Hynossos and are captured by an Athenosian patrol and taken to the village for judgment to be passed. The Doctor should realize he is facing the Daleks. on the beach side of the reef. or he arranges for it to take off and explode safely out of the way of the planet Hellas. the Doctor and crew enter the temple. MAPS Map 1: schematic view of links between scenes. one character. around which the Doctor and his companions are grouped. Out to sea. All this is apparent on the TARDIS’s scanner. Wisps of smoke rise from the panels. The regressive colonists regard the Daleks as messengers from the gods. and the extracted taranium stored ready for use when the capsule’s time engines are repaired. the water lies still and blue. especially if the Doctor or a companion fans them away. Baskets of the phosphorescent ore are delivered to the Dalek craft. The schematic map is deliberately vague: the characters are unlikely to map their progress through the jungle — captives are not going to be able to do so — and to an extent it isn’t important. At the foot of the cliff is a dense green carpet of plants that in one direction rises quickly into jungle at the back of the beach. the sea laps against the chalk-like rock. Map 3: the village prison. If that doesn’t give them cause to worry. A junior technician Dalek is currently doing all it can to get the capsule fully working. or by posing as miners carrying the offerings. Either he fixes the Daleks’ time engines and sets the craft in motion in a time loop. Left with only the Red Dalek to defeat. the Doctor explores the small craft. Behind the time ship rises a steep but craggy cliff over which vines and creepers climb. When the Doctor and his companions arrive and begin to explore their surroundings. the Doctor can deduce that a thermal cutout has switched in and 141 . nothing will! SCENE 1: ARRIVAL The tranquil peace of an island paradise is shattered as the TARDIS materializes on a beach of brilliant white sand. the central console emits a loud and nerve-shattering bang. pursued by surviving Daleks.DOCTOR WHO — TIME LORD Dalek scientists have been able to predict a future time-space location of the Doctor: the island of Athenos on the planet Hellas. and explains why Hynossos is dead. The taranium was then exhausted to send a small Dalek time capsule and a suicide force to this location to set a trap to capture and eradicate the Time Lord. towards the TARDIS. confident that the Athenosians will bring any news of strangers to the high priest. the Doctor waits long enough on the beach to lure the evil creature into quicksand: the fluoronic acid painfully incapacitates the creature. Examining the circuits in the control console. Most of the Daleks meet their doom falling over a cliff to their destruction. remind them that the Doctor has an ‘infallible sense of direction’ as far as locating the TARDIS is concerned. although this should be regarded as only a guideline. where they are briefly recognized and captured by the Daleks. killing the prime science Dalek that would be able to effect repairs. arrived on Athenos some 50 years too early. will encounter Hykronos. Each map for a scene is divided into areas if it is expected that detailed action needs to be resolved during a scene. takes off ready for the next adventure. refined by the Daleks. The TARDIS. Hykronos waits for the right moment to release the time travellers. not a route along which the players should be channelled. Map 2: the beach. who will then ‘commune with the gods’ to relay the information. and works out how to ruin their plans. Map 5: the Dalek capsule. In the meantime the Daleks are waiting for the moment that the Doctor arrives. In the meantime. now disguised as a Grecian temple. probably Steven. waves break over a reef some 100 metres away. but quickly disperse. finally repaired. leaving it to drown when the tide comes in. at least so the Daleks can report to the Emperor Dalek on Skaro. Map 4: the temple. Hellas has one bonus: it is a source of a taranium complex ore that the Daleks now demand as tribute from the Athenosians. the Doctor heads through the jungle. and the ship crash landed. however. If the characters voice doubts. through the settlers’ transition to ‘new Greeks’. Expected outcome The plot will probably unfold one way. The Dalek capsule. just inviting a weary traveller to take a dip. in the other direction. Escaping through the observation hatch in the top of the craft. Either by hiding in the next offering of taranium ore. the Daleks have been taken for Servitors of the Cyclops — a creature that has survived in legend from the earliest Earth colonists. Inside the TARDIS. Map 6: the chase. and are willing to obey them. Fleeing into the capsule and sealing the Daleks out of their own ship. deduces that the Daleks are extracting taranium.

(If you put players in separate rooms to deal with their characters’ explorations separately. if the scanner is on. The dilute fluoronic acid counts as a slow poison. such as Steven. each island or kingdom of islands is analogous to an independent Greek state. that a companion may notice movement in the jungle. philosophic life of Ancient Greece. The TARDIS is immune to the effects of fluoronic acid. however. It is clear the TARDIS is going to be engulfed by the sea. The Doctor and his companions have two choices: they can sit in the TARDIS and wait (1A). Attacks continue even if the character leaves the water. if the Doctor can beat a difficulty of 5 with his Awareness. Any companion who catches sight of what the Doctor is looking at (difficulty 4 against Awareness. 142 . are generally peaceful. They should get the hint and leave! Any character who takes a shower immediately nullifies the effect of the fluoronic acid. nervous companions might panic him into leaving the TARDIS. or snorkels. Companions can explore the beach. He will then know he has landed far in the future along his time stream. Strength 5. even if it causes a small administrative headache. The difficulty of noticing this reduces by one for each research turn that passes. one of many islands that make up the land mass of the largely oceanic planet of Hellas. During this time. Hykronos. Keen Sight is applicable) will see the Doctor is looking at a soot-coated circuit that has undoubtedly seen better days. After an hour or so (four research turns) it is difficulty 7 against Awareness to notice on the monitor that something is different: the sea is much closer and the tide is quickly coming in. The Doctor may recall which planet he is on (difficulty 8 against Knowledge). starting with the first one after the TARDIS arrives. cannot easily be lured from the jungle — he’s had his fill of messengers from the gods for a day — but may well lure a hotheaded companion. he can even rustle up some scuba gear or breathing apparatus for no more than two people.. The TARDIS has landed on Athenos. out of the TARDIS. the villagers will in due time troop down to the beach and drag the TARDIS on rollers to the temple.. and has a corrupted Greek name (other kingdoms. Its inhabitants are regressive Earth colonists who once abandoned technology for the simpler. although the slightly alien sounds of the island’s birds and the rasping susurrus of insects makes it seem rather unearthly. to recall its political status is difficulty 9. lay out some telephone notelets or beer mats to represent the areas in Map 2 (don’t point out the quicksand!). the only way is to take it to them. catching a glimpse of a human face. there is a chance each research turn. divide your time equally between them to avoid players becoming bored. there are no hazards to swimming bar the water itself. Allow players to send their characters in different directions. for example. After 5 turns’ immersion tell them that it irritates. Whichever method is used. The Doctor and his companions should be encouraged to explore their surroundings. The beach shelves gently towards the reef. Spartia and so on). after 10 turns it is 2 and so on to its maximum of 5). the cliff or the jungle. The people. unwittingly delivering the Doctor into the hands of his enemies. Doctors who are prepared to (not the first or second incarnations!) use the TARDIS computer and apply data from sensors can extract this information (difficulty 7. could be Thebos. Tell any character who enters the water that it feels surprisingly tingly against the skin. up to a maximum of 5 turns later. 1A: Wait and sea If the players aren’t willing to get the adventure moving.) If players find it difficult to envisage their immediate surroundings. with an attack frequency of 5 action turns. This encounter is not intended seriously to injure any character: it is a clue. they can even elect to go for a swim or sunbathe! 2A: In too deep The TARDIS will be able to furnish any companion with swimming costumes. roll to overcome a swimming character’s Strength with the Strength of the poison (after 5 turns it is 1. It is difficulty 5 against Awareness to see the figure — who is the slightly curious Hykronos. SCENE 2: ON THE BEACH The real world lives up to the scanner’s depiction of a tropical paradise. At the end of every 5 turns immersion. however. after 10 turns that it hurts. it is difficulty 10 against Knowledge to extract a minor but useful piece of information: that the sea is a weak fluoronic acid that can penetrate and attack organic materials at a molecular level.DOCTOR WHO — TIME LORD that all he needs to do is wait for a few hours everything’s cooled down a bit (difficulty 6 against Knowledge. diving masks. Rivalry between kingdoms is intense and it would take a planetary catastrophe for them to unite. or go out and investigate the apparent paradise outside (Scene 2). As a last resort. although the Doctor may feel safe. Electronics is applicable). if the companions are determined to stay in the TARDIS. Computing is applicable).

or nears its edges. where. although initially hostile. If he loses the fight. leaving them to be found and captured by the village patrol. Difficulty 2 Body of Hynossos TARDIS 2B: Shore things Characters who explore the bay have a chance of stumbling into quicksand in the areas marked in Map 2. He should be kept as a free agent in the event of the companions’ capture. It is difficulty 6 against Awareness to notice the quicksand (characters in distant areas increase this difficulty by the range to the quicksand). Characters trapped in quicksand will be attacked by fluoronic acid in the same way as bathers (2A). he will recover in time to alert the companion to the approach of the villagers. 2D: Body language Whoever enters the jungle first. Hykronos will run for it. difficulty 10 against Knowledge. using Awareness to beat the difficulty presented by Hykronos’s Stealth (Control 4 plus Stealth 1 equals difficulty 5). who has clearly fallen to his death from the top of the cliff. once in the same area it is difficulty 6 against Control to avoid it. if the character doesn’t try to escape. Difficulty 2 Dry Sand. simply needs winning over: if he wins the fight. For each action turn in which the character tries to escape. which the character must beat to escape using his Move. Quicksand counts as difficulty 3 terrain on the first action turn. he will drag the companion’s body deeper into the jungle. can be won over. will see (difficulty 3 against Awareness) the body of a man spreadeagled in the undergrowth: it is Hynossos. the difficulty remains constant. During the fight. however. the character will be attacked by Hykronos. there will be chance to talk and convince him that the TARDIS crew are friendly. the difficulty increases by 1. 2E: Body unbeautiful If all the TARDIS crew stumble across the body. the Doctor should really investigate it. Difficulty 1 Quicksand. If the rest of the TARDIS crew appear. Difficulty 3 Sea. however. even at the risk of tackling a messenger from the gods. Hykronos. when the companion recovers. difficulty 5 against Medicine (automatic success) that although the native appears to have been killed by a fall. On bending to examine the body closer. urging him into hiding. in fact he 143 . 2C: Science lesson Fluoronic acid. who sees his chance to avenge his brother’s death. He will find. This the Doctor will know or find out from the TARDIS database or his memory. Difficulty 2 Wet Sand. The main aim of this encounter is to introduce a possible ally who. in the dilution present in the sea. Hykronos will typically move an area away each time and still attack. is only a mildly corrosive acid: its main features is that its molecules are small enough to penetrate skin pores and debond many inorganic substances. the action should move away from the body. The player gets a chance to notice Hykronos’s approach.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 2: The Beach KEY CLIFFS Jungle.

The gods will decide the player characters’ innocence or guilt. If no companion has met Hykronos or is a free agent. This is to allow Hykronos and any free companion to prove themselves: disguised as a native a companion and Hykronos can dummy the guards. one-roomed house. which is obviously not a prison. SCENE 3: IN THE VILLAGE Athenosia resembles a picture-postcard village. the two in charge of the prisoners will not be fooled by clever ploys from their charges: if one of the companions is ‘dying’. It is extremely hard to memorize the route through the jungle (difficulty 8 against Knowledge. white-washed one-storey buildings scattered around a central square. crowd companions and attack them with blunt weapons from all sides to knock them out. Obvious weapons will be taken away from the captives. they will probably be too absorbed to notice that they have been surrounded by about a dozen hostile natives bearing spears and bows. a trail leads up through the trees to a sand-coloured temple on top of a hill. the officer will be unswayed by the companions’ claims of innocence: there is only one way the truth can be found out — by consulting the Servitors of Cyclops at the temple. If Hykronos gets the chance. Curse of the Cyclops Map 3: Prison KEY Guard. there is certainly no harm jumping to such a conclusion. and the overflow of water seeps into the ground. but a moderately well furnished.DOCTOR WHO — TIME LORD died before he hit the ground: the native’s chest feels like jelly — the result of a high energy weapon. another stands by the door. then that is his fate — it is almost certainly the fate the Servitors will decree. but they are outnumbered three or four to one. Despite protestations of innocence. by all means allow one to run from the natives — to be met and captured or hidden by Hykronos. which is hastily barred from the outside. have no weapons. don’t resolve any further attacks against him: simply have the natives bind him. Showing abnormal intelligence for guards in a Doctor Who adventure. The players may choose to put up a fight. Photographic Memory helps). On the far side of the village. Captain Kelsyx explains he is off talk to the High Priest of the Cyclops god. and marches off in the direction of the temple. The captives are led to one of the buildings. A spring bubbles into a stone trough in the central square. Captured companions will be led through the jungle to the village. and rescue the Doctor and his friends. If a companion is KO’d. biff them with a blunt object. and hardly a match for their captors. A guard is placed at the rear window. If struggle ensues. with squat. with spear and knife Indoor area Outdoor area Sturdy door Walls Barred window 144 . ‘Murderers! Seize them. 2F: Caught out While the crew examines the body. he will nobble the back guard and free a companion if no player character is already free.’ cries the officer in charge. and forced to carry the body of Hynossos. If this immediately brings to mind the Daleks.

Referee’s notes A map of the village isn’t important — handle any searching in an abstract fashion. A scuffle is bound to occur in which the guards will have no compunction about using their knives (spears aren’t practical weapons in a building) to end an escape attempt. difficulty 3 against Control (Stealth helps). like the Dalekanium knife in the head man’s house. leaving the Doctor in no doubt that the Daleks are at work. It is difficulty 6 against knowledge to remember seeing this type of structure before: that of a Dalek time ship. 3C: Search me Investigating the village is risky: there is little to be found: the Athenosians are poor. in which a single blank eye is painted. about a dozen baskets of ore are delivered to the temple. Investigating the village raises the difficulty of sneaking about to 5. there can be found samples of the complex taranium ore mined by the villagers (see Scene 7) as well as a metal knife made of Dalekanium — a gift from the gods for the villagers. The two guards are each armed with a spear and a knife. Scraping at external walls will reveal hard metal beneath: a stucco layer has obviously been applied over some alien object. 4C: Of course nobody saw us. which the companions may deem necessary to take. In the largest building. and that they need some material from the mines (Scene 7). we’re trapped! If the companions have somehow all been trapped and Hykronos has been killed. Characters will be brought by guards into the building itself at the same time as the taranium ore. there are few villagers about. The baskets are easily big enough for a man to hide in. failure will alert someone to the intruders’ presence and the alarm will be raised. If the characters are free to explore. Hykronos can explain more about the Servitors. and left for the gods to claim. at the front of which four round columns rise to a triangular frieze. consecrated by the high priest. the gods sometimes leave gift of metal objects. then the guards on the prison will demonstrate usual stupidity and allow themselves to be fooled by the prisoners.DOCTOR WHO — TIME LORD Any objects removed from the companions can be found by the prison door. SCENE 4: THE TEMPLE To all intents and purposes. Each night. but there is no widespread evidence of metal: spears and knives are made from sharpened shells. Anyone snooping round the temple will be seen by Dalek security monitors: the Daleks will therefore be expecting any ‘unexpected’ visitors. Only by entering buildings is there a chance of being noticed. as most are at work in the mines. Make the companions roll once each research turn they are in the village to determine whether they are noticed. Steps lead up to a plinth.. but happy people who take pleasure in the gifts of the sea and the land. run It is easy. In return. Or you could play the adventure this way and allow Hykronos to enter at a vital moment and knock out a guard from behind. and there is a faint hum in the air: it’s remarkably like being next to the TARDIS (difficulty 4 against Awareness when within one area’s range). 4B: We did it their way Characters that have failed to escape the Athenosians will be forcibly brought to the temple and abandoned on the steps for the high priest to emerge and pass judgment. 3B: Help. 4A: In with the in crowd One way to get in ‘unnoticed’ is to hide in the large baskets used to deliver tributes of taranium ore to the gods. to sneak through the village to the jungle. they can discover that the temple vibrates slightly. 145 . the head man’s house.. that their base is at the temple (Scene 4). 3A: If in doubt. The only entrance is through the columns: a tall rectangle of darkness that looks almost unwelcoming. It is difficulty 5 against Awareness for these items to be found in a 10 action turn search of the house. pointing out the largest house as being slightly ornamented and obviously the most important of all the buildings. Evidently they are craftsmen. the temple looks like a simple Greek temple built out of reddish-coloured sandstone. and it is quite conceivable for the characters to arrange to be hidden in the baskets and delivered into the temple.

. labs and power rooms. 146 . What happens next largely depends on whether the characters are captives or voluntarily in the temple. will not open fire while the characters are near the taranium ore and the ore is in the ship. trapping the characters inside. any Dalek looks dangerous. The level the characters enter is the control deck: the deck below is the stores. and three Daleks glide out of each one — including the Red Dalek. nor would they be able to get their mined ore back to Dalek Supreme. any Dalek that fires with a blocked gun is destroyed — and the first Dalek through each door should fire and be destroyed! By this time the companions can seal the doors against the Daleks (who will cut their way out of the main temple door to escape themselves). however. the door to the outside world will be shut. As a defence against pursuing Daleks (one through each door). But from behind. he is saved. The Daleks. leaving only a short time for the Doctor and company to leave the ship by the observation chamber and clamber down the temple’s outside wall. To do so invites disaster: the phosphorescent ore could produce an unpredictable time implosion. stranding everyone present in time and space — the Daleks couldn’t even be sure they would exterminate the Doctor. taranium ore is being refined and stored ready for the junior technician Dalek to get the time engines working.. of course. the Red Dalek knows the characters are there and will take a few seconds to identify the Doctor or his associates: either he will deliver a staccato ultimatum to hand over the Doctor or he will pronounce the Doctor’s death sentence. There. While in the time machine. shut to trap characters Concealed doors to Dalek capsule 4D: Temple fortune Once inside then temple. ensure that Hykronos is the one who gets hit!) 4E: The only way is up There is only one escape route for the Doctor: into the Dalek time capsule. If the Doctor realizes this. They fan out. they will run into the escaping Daleks and be pursued through the jungle (Scene 7: The Chase). surrounding the characters. however. the Doctor can sabotage it to destroy it safely and whichever Daleks are present. sealing the doors against his enemies. The Doctor can arrange to destroy the ship by repairing the time engines and setting it to take off and explode in the time-space vortex: an explosion can be triggered by hurling the poor technician Dalek into the chute leading to the taranium refiner. This Dalek is hard at work and absolutely no threat as it has a claw and sucker arrangement instead of a sucker and gun in its manipulator panel. taranium ore can be shoved into the barrels of the Daleks’ guns (difficulty 7 in hand to hand combat. the deck above is the observation deck. (And if the Daleks do get the courage to shoot. provided he keeps the ore next to him. The characters must act quickly: the Doctor must come up with a good reason for the Daleks not killing him (by all means make the player who controls the Doctor sweat a bit!). which has a lift to the roof (the way out). In the power rooms. In essence.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 4: Temple KEY Indoor areas Pillars Offering of taranium Main temple door. Two pepperpot shaped doors rise in the opposite wall.

scanners. 147 . and difficulty 6 against Knowledge to operate them. Dalek lifts are panels set into the floor and are not immediately noticeable: it is difficulty 4 against Awareness to see them. the control room and the escape route through the observation deck. at the centre of which is a lift system.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 5: Dalek Time Capsule KEY A Lift service platform — runs throughout the capsule A Observation Platform Physical observation deck and escape route! A Observation Deck Monitoring equipment. tracers and so on Entry point from temple A Control Deck Assorted Dalek control panels Entry point from temple P S S S A R P R D R Power Plant & Stores All areas are accessible from the central core: R Ore refinery P Plant S Stores D Dalek technician 4F: The time capsule Treat the Dalek time ship as a simple cube on three levels. Invent scenery as necessary: store rooms are uninteresting: what is important is the power plant room.

SCENE 5: MAKE IT MINE The taranium mines are not a vital part of the adventure.DOCTOR WHO — TIME LORD The characters should feel under pressure to disable the capsule and get out in a short time. the Daleks should pursue the Time Lord and his companions through the jungle to the TARDIS. thereby providing a means of destroying their pursuers. Each day the extracted ore is delivered to the temple in the evening. Inventive companions may use vines in quickly improvised traps in order to snare and then catapult the metallic monsters over the edge. difficulty 2 D TARDIS 148 . Be prepared to respond to the players’ ideas. it ends with a drop down a cliff! This is intentional: companions that make it to the cliff edge can hide behind trees ready to push any Dalek off the edge. start the chase about 20 areas from the TARDIS. SCENE 6: THE CHASE At some time near the end of the adventure. Neither the companions nor the Doctor will probably have had time to find their way about the island. arrive midway through chase Area containing Daleks. It is completely harmless. and basically the 40 or so workers just hack away at a cliff with tools given them by the Daleks (pick axes with carbide-tipped Dalekanium heads). Whether the Doctor relies on his ‘infallible sense of direction’ (difficulty 3 against Awareness) or the companions use a direction finder to pinpoint the time ship’s location (difficulty 4 against Knowledge). but would any scientist trust a glowing ore. therefore they should not know that although the line they take to the TARDIS is indeed the most direct one. probably after the Doctor has arranged for the Dalek craft to be destroyed. to obtain materials or examine the ore that the Athenosians are extracting. The taranium ore is very low yielding and has phosphorescent properties: it glows visibly in dim light. or he might use the taranium ore to construct a MacGuffin capable of temporally displacing the Daleks. While doing so they can witness the Daleks in the outer area trying to cut through the external door to escape (the Daleks know they can get through this door quickly — cutting through the Dalekanium doors into the capsule proper is out of the question. arrive midway through chase D C L I F F 20 areas D D D D Dalek reinforcements. But the Athenosians are fond of their gods: only Hykronos knows of their evil and will speak against them. The mines are open cast. but the Doctor might prefer to visit them. possibly with radioactive properties!? A player who tries hard enough might well persuade the miners that the Servitors are not what they seem. Curse of the Cyclops Map 6: The Chase D Dalek reinforcements. playing on the lack of reward for all the effort. 5A: Open choice The Doctor might raise the Athenosians against the Daleks. say. each D = one Dalek Initial Dalek positions KEY Jungle area.

No Athenosian wears armour. will get to the beach in time to be bogged down in quicksand. At about the halfway point.DOCTOR WHO — TIME LORD 6A: Handling the chase Either draw on paper or set up nine telephone notelets or beer mats to represent the areas given in Map Six. Eight Daleks. and difficulty 6 to move three areas. At this point their options are to stay and hide. inflicting 4 Wounds). Or. a few others need to come in from other parts of the island. armed with spear and knife (both count as edged weapons. the first Doctor can run at only Move 3. The TARDIS will be fully operational — and Doctor is free to leave — once the Dalek menace has been dealt with. at the end of the action turn — in effect. ‘Cannot move. seeming as if to head off the companions from their goal. to worry the Doctor in the chase scene.. To allow the Doctor to see the end of the Daleks. use Control against the Dalek’s Defence to hit. Athenosians Humanoids in appearance. the Daleks have just moved into sight that turn. all of them speak perfect English. where the fluoronic acid in the seawater will make short work of its electronic circuits. adding generous bonuses for drop kicks (+2 general modifier) or for using vines. or to climb down the cliff using the vines. there is a drop of about 10 vertical areas to the beach. the Doctor and company could make water bombs and attack any surviving Daleks. then Strength against the Dalek’s Weight to force it over the edge. SCENE 7: DEATH TO THE DALEKS Once the companions reach the TARDIS they are safe. Warriors should be treated as Ancient Worlds soldiers in the rules. ‘Search and destroy. They should always try to move two areas if the characters outdistance them too much.’ Jungle counts as terrain of cumulative difficulty 2: it is difficulty 2 to move one area. Roughly work out 20 areas distance and place a notelet to represent the location of the TARDIS — do not tell the players there is a cliff in the way. No Dalek can fire at a companion who is climbing down the cliff — its gun cannot be pointed at such a severe angle. two areas distant from the companions and one area ahead of them. the Daleks will all move towards the companions this turn chanting. If they wait long enough. because they cannot see that far! Use miniature figures or counters to represent the companions and the Daleks. where they have been stationed on patrol. although they should deal with any surviving Daleks. Dalek reinforcements should arrive. They are immune to the effects of fluoronic acid. some Daleks need to escape the capsule before it is destroyed. Continue the chase until the companions suddenly realize that although the TARDIS is only a few areas away. Action turn one now begins: ask the players what their characters are going to do. The climb is difficulty 2 for each vertical area — characters may use either Control plus Mountaineering or their Move to make progress. Daleks have Move 2 and are at a considerable disadvantage because the referee must roll each turn to see whether they can move even one area! Daleks will generally alternate which of them tries to move two areas and which move only one or remain stationary and fire. search and destroy. They typically wear simple white kilts or tunics and sandals. and treat the Red Dalek as a Black Dalek. you could force a quick electronics repair on him before the TARDIS will take off (difficulty 6. place one Dalek token in each marked area. usually just the Red Dalek. cannot mooove. As the characters run towards the TARDIS. trapping the Dalek until the tide comes in and drowns it. The acid would seep through the grilles in the Dalek’s top part and down into the creature below. Companions are able to run at Move 4. Daleks trapped in quicksand should emit puffs of smoke and screech. To force a Dalek off the edge. takes 20 action turns). Place one or two Dalek counters on each flank. realizing the potentially incapacitating power of fluoronic acid on the living creature inside a Dalek shell. ready to push Daleks off the edge. Any Dalek that topples is destroyed on the beach below (no need to roll). difficulty 4 to move two areas. Athenosians have fair. including the Red Dalek should be enough: use the statistics in the Time Lord rules. cannot moove. FRIENDS AND FELONS Daleks The exact number of Daleks in the adventure is up to the referee.. any surviving Dalek. In essence. If the companions get too cocky. one of which should be the Red Dalek. 149 .’ at which point their speech circuits give up in a sort of whining fade. metallic looking hair and well tanned skin: they have mutated slightly from their original human stock to adapt to the environment of Hellas. and allow the players to place their characters’ tokens in any area they wish. lay out more notelets or draw more areas to fill in the terrain. and the size of the Dalek capsule suggests only a small force is present. The companions typically see only six at any one time. panic-stricken. allow some Daleks to move into the same area as each other and use group fire to make their guns more devastating.

DOCTOR WHO — TIME LORD Athenosians try to live a Greek ideal of philosophising and peaceful coexistence. Unfortunately. Overhearing the Daleks talking of their contempt for the natives. Hykronos Strength: 4 Control: 4. He has no real role in the adventure. as he is quite competent himself. Hynossos stumbled on leaving the temple. Swimming 1 Knowledge: 4. hunting for the village as a living. He speaks the will of the Daleks and calls on the wrath of the Cyclops to strike down those who might deny their godly status. Wilderness Lore 1 Determination: 3 Awareness: 3 Daring with his brother Hynossos to look upon the secret rites of the Servitors. he will know they are people he can trust — and. the two Athenosians crept into the temple the night before the TARDIS arrived and hid among the baskets of ore. High Priest The high priest is an Athenosian under Dalek mind control. his brother was hit by Dalek fire just as he made the edge. First Aid 1. the two ran to reveal their secrets to the village. he will have great respect. more than capable of dealing with the Servitors. He will initially regard the TARDIS crew as enemies. but be dismissed by his overlords to prevent him from getting in the way. and willing to contribute to any of the companions’ plans. alerting the Daleks to the brothers’ presence. but is a figure that the villagers respect. but murder of their own kind is one of the few things that will provoke hostility. 150 . He is resourceful. They are hard to incite to violence. If he is beaten in hand to hand combat by a companion. bright. Hykronos is naturally sceptical about any messenger from the gods. and thereby learning that the gods were mere creatures. The two were chased through the jungle: Hykronos made it to the cliff and clambered down. as messengers from the gods. Running 1. Stealth 1 Size: 3 Weight: 4 Move: 3. but if he hears them talking or theorizing about the Daleks. He will be present with the ore when the companions are delivered to the temple.


his Strength is 1 higher than yours. or players with strong oratory abilities should be given Awareness 4. but notable cowards. Control 4. Move All human characters have Move 3 and the special ability of Running 1. a player who is easily beaten has a Strength of 2 less than the referee’s. If he easily beats you. decide the actual values. should get Determination 4. if he beats you after a struggle. Use the difficulty tables in Part Five along with the following guidelines to determine the common abilities of a player as a character. applying any tests that are appropriate to determine the character’s abilities. have the last word in any dispute because you need to balance player characters’ abilities with those of referee characters. It might explain how the character comes to find himself in the TARDIS. it is possible to do so in TIME LORD. the referee. You. Education to primary school level counts as Knowledge 2. can be unsettling both for the player and his friends. Size reflects both bulk and height. You. Having someone playing himself as a character. worldwise players without formal education should have Knowledge that reflects their experience. such as a fireman or a soldier in a bomb disposal squad. smell or hearing impairment or who communicates awkwardly should be given Awareness 2. Creating a character is an open-ended procedure that requires the co-operation of the referee and the player concerned. To get Determination 5. the player should write a one-hundred word to two-hundred word resume of his background. a university background counts as Knowledge 5. Track and field athletes should be given Control 5. a thickset build coupled with great height deserves Weight 5. An evenly matched referee and player have the same Strength. say three times a week. an averagely built person should have Weight 4. Give any player who regular exercises or plays sports. Strength Give the player an arm-wrestling match after first rating your Strength (2 for puny. the player’s character has a Strength of 1 less than the referee’s. and with a little help from you. First. who may suddenly learn more about that person than he might ordinarily reveal. 152 . sixth form counts as Knowledge 4. and should be modified according to a player’s extremes. technically more competent people in the game world. Anyone with a job that requires conspicuous bravery. his Strength is 2 higher. 3 for average. the referee. Exceptionally observant players. the referee. however. In a way it is more challenging and interesting to get players to generate themselves as characters and have each of them play someone else. Determination Most players will have Determination 3. Knowledge Knowledge can be gauged by the education a player has received. women or youths should have Weight 3. detailing education and possible special abilities arising from sports and pastimes. female characters will usually be Size 4. If the referee beats the player after a struggle. This background will help you decide the appropriate level of his abilities in terms of the TIME LORD game. Size Male characters will usually be Size 3. education to age 16 counts as Knowledge 3. particularly nervous people or anyone who cannot kick an addictive habit such as smoking for more than a day should be given Determination 2. the player needs to be more stubborn than the average mule. One point extra in an ability represents a considerable increase in skill and may unreasonably raise a character’s abilities above those of other. Awareness Anyone with a sight. An average person has Awareness 3. Well-travelled. Weight Lightly built men. 4 for muscular and 5 for body-builder). Control Most players will have Control 3. It should not break out into a war of words about a character’s abilities.DOCTOR WHO — TIME LORD APPENDIX 1: CREATING COMPANIONS The easiest role for anyone to play in any role-playing game is himself. There is an advanced character creation system in Appendix 4 (page 159).

Determination 4. picking the special ability of Independent Spirit 1. assign the special ability a value of 2. dark brown eyes and straight. round face. she stumbled into the TARDIS while mistaking it for a part of the set for a promotional video. Knowledge 3. however. sampler and computer. The referee gives her the following common abilities: Strength 3. adventuring in the TARDIS is fun. Alison’s player decides she wishes to enhance her strong will with the one point the referee allots her.DOCTOR WHO — TIME LORD SPECIAL ABILITIES A character is made unique by his special abilities. much of her work is composed at home using a keyboard. Only characters with very few special abilities should be given 2 points. skills appropriate to his background and training. The referee. most people will need only 1 point. If the player has five times this amount of training or experience. Wearing purple and silver futuristic stage clothes. A player should justify any particularly odd special ability that he wants. Weight 3. A character. rapstrix Betty Boo had a quirky video to her song Where Are You Baby? from which all the notes concerning Alison gain their inspiration. decides the quality of her voice is such that she deserves Singing 2. Her own ideas of alien lifeforms are probably weirder than the real creatures and the universe holds few terrors for her. She has no equipment — her stage costume was not designed to be practical! Author’s note for the curious When Time Lord was originally written. but give each character some speciality that will prove useful on his travels with the Doctor. Move 3. Awareness 3. Control 4. She is determined to control her own music and image and has learned how to use complicated electronic recording and mixing equipment. gives her the Control-related ability of Dancing 1. ALISON — A SAMPLE CHARACTER Alison is a 20-year-old singer and dancer from 1991 London who is on the verge of breaking into the music industry with a unique blend of rap and bubblegum pop. The equipment they have will be whatever they are carrying in their pockets when the character is generated. Keen Sight and Bench-thumping. Her hordes of admirers warrant the ability of Striking Appearance 2. Remember that player characters are ordinary people: they are not superhuman. based on three years’ composing and singing. Iron Constitution. a Strength 3 or Strength 2 character should have Cheat Death 2. should be given Cheat Death if his Strength is less than 5: a Strength 4 character should have Cheat Death 1. Ignore any ability for which the player has received less than a month’s full training or for which he has less than three years’ on-the-job experience. Go through the list of abilities provided in Part 3 and decide whether any are appropriate to the player’s written background. Any special ability which meets these minimum requirements can be assigned a value of 1. for example. Where is that baby now? 153 . the Knowledge-related abilities of Computing 1 and Electronics 1 and the Awareness-related abilities of Musicianship (keyboards) 1 and Singing 1. picking Sense of Balance 2. to her. Her career. She has an attractive. or Iron Constitution 1 with Con 1. The referee may give each character up to two points to be assigned to unique special abilities: a player might choose to assign the points to one or two special abilities. however. She also gains the Strength-related ability of Cheat Death 2 and the Move-related ability of Running 1. Size 4. Ordinary people are unlikely to have many of the quirky abilities such as Cheat Death. Tone down values that seem excessive. shoulder-length black hair.

His character is assumed to be pulling his blows to avoid permanently harming his opponent. Instead of inflicting different amounts of Wounds when set to stun or kill. The difficulty of understanding how to use a blaster is the Knowledge required to build such a device. Any player who wants to make a knockout attack must tell the referee before resolving the attack (the referee does not have to tell the players whether attacks from referee characters are lethal or knockout!). Healing Shock damage heals far faster than Wounds. it inflicts 8 Wounds when set to kill and 8 Shock when set to stun. It is highly recommended that these rules be used because they reduce the severity of Wounds inflicted on characters and so prolong characters’ lives. A character heals Shock at a rate equal to his Strength for every research turn of rest or inactivity. A character who has taken 3 Shock in effect has taken 3 short-term Wounds as far as recovery goes. so they should be genuinely concerned if he is gunned down. otherwise such weapons by default are set to maximum Wounds. any excess cannot be used to treat the other type of injury. In safe combat. A fist attack that inflicts 2 Wounds. All are in keeping with technology in the DOCTOR WHO universe. natural weapon or blaster can be used to make knockout attacks. Any blunt weapon. Variable power blasters The flexibility of blasters as weapons can be increased by allowing them to inflict any amount of damage from 1 to their maximum. The referee should decide before the game starts whether these rules will be applied. Before firing. whether that blaster aimed at the Doctor is set to stun or set to kill: characters need the Doctor alive if they are to escape in the TARDIS. Blasters that are found by player characters must first be understood to change the settings. either as Wounds or Shock. an attack with a blunt weapon. Referees who wish to use a combat system that allows characters to be knocked out but not wounded by blows from fists and blunt weapons should use the rules for safe combat. 154 . for example. seriously wounded or dead depends only on the number of Wounds he has taken. In this way it is possible for a Dalek gun to deliver 1 to 8 Wounds or 1 to 8 Shock. could instead inflict 3 Shock. Referees should use safe combat to enhance the dramatic tension of an adventure. however. EFFECT OF SHOCK Shock acts as Wounds for the purposes of getting through armour. may be applied once to Shock and once to Wounds. First Aid or Medicine can be used to heal Shock damage in the same way as such abilities are used to heal Wounds. overcoming Strength and recovery. Shock. a blaster inflicts its maximum Wounds when set to kill and the same amount in Shock when set to stun.DOCTOR WHO — TIME LORD APPENDIX 2: SAFE COMBAT Basic combat in TIME LORD makes no distinction between lethal blows and non-lethal blows. typically 6 to understand an Earth-built blaster or 8 to understand an alien one. BLASTERS AND SHOCK Blasters become far more flexible and potent weapons with Shock damage. A Strength 3 character who had taken 4 Shock would have only 1 Shock after one research turn of rest. No one will know. however. Instead of inflicting Wounds. mark genuine Wounds with a W and knockouts with KO to differentiate between the type of injury. such attacks inflict Shock equal to the number of Wounds the weapon would ordinarily make. because players will not know whether an attack against them is going to be lethal or just knock them out. First Aid. A Dalek gun usually inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. Safe combat creates a feeling of uncertainty. for example. usually inflicting 3 Wounds. OPTIONS The following options for safe combat are recommended to referees who wish to broaden the scope of blasters as weapons. Shock injuries make it difficult for a character to regain consciousness. but heal faster than Wounds. could be used to make a knockout attack that inflicts 2 Shock. a player should state at which level the blaster is set and whether it is set to kill or stun. The character who applies his healing skills must decide whether his treatment will heal Shock or Wounds. In the Wounds boxes on the character sheet. does not count towards death and no character can be killed by Shock damage: whether a character is considered lightly wounded.

broadening the beam of energy emitted by the weapon. If he succeeds. For the first five action turns. Jamie picks up a blaster from a fallen space marine and fires at his pursuers. Power The power of energy weapons is finite and it is possible that they will run out through continued use. Each time the blaster is fired counts as a cumulative ability of 1 which is used to test whether the blaster runs out. The blaster runs out if the referee beats the difference between the number of turns the gun has been fired and the charge rating. especially when combined with group fire. On the sixth turn of firing. each one should be assigned a charge rating: this is the difficulty of it running out of energy and can be any figure from 1 to 20. Jamie can fire without fear of the gun running out. 155 . the referee rolls the dice to try to beat a difference of 4. The referee decides the gun is half charged and gives it a charge rating of 10. Broad beam stun is particularly useful to enemies of the Doctor because it gives them a better chance of hitting him. To add to the uncertainty of using blasters. forcing them to take cover. Any blaster set to stun reduces the difficulty of hitting a target by 1 owing to the indiscriminate nature of the energy beam.DOCTOR WHO — TIME LORD Broad beam stun Setting a blaster to stun diffuses the energy it emits. the cumulative power ability reaches six. the blaster runs out and Jamie must look for another weapon.

In the context of the DOCTOR WHO series. are details of specific weapons. generated by the referee as well as the players. rather than letting even the most cack-handed character have a go. I wanted to de-emphasize the role of combat in the game. Ideally. not the accumulation of abstract numbers of points. and a sword becomes simply a sword. are described by type with limitations on their use. the rules had to be easy to understand. Such a mechanic assumes that the players will choose the best character for the job — if they do so. success will usually follow. DOCTOR WHO hadn’t been grafted onto the rules. whether it is a sabre wielded by a British light dragoon of the Napoleonic Wars or the two-handed broadsword of a medieval knight. Increasing a difficulty by one therefore has a marked effect on the odds of success. We also wanted to encourage role-playing rather than rule-playing — the optimized rule-bending that sadly afflicts many role-playing games. quickly became involved in the project. Such omissions are quite deliberate! TIME LORD is intended to be easy to learn and easy to use. 3 and 4 are respectively 83%. TIME LORD’s co-designer and an old friend and colleague. and the notion of the subtractive six-sided dice system that TIME LORD has put into practice was no exception: the place and time in question was leaving the steamy confines of a bathroom in mid-winter. therefore. Out went character progression systems and character generation systems. Inspiration strikes writers and designers in the weirdest places. and to prevent a mad rush for calculators. which I chose to treat generically. The more I playtest the system. only the difficulties tables are needed to drive the system. like rolling dice and it is quite possible to play TIME LORD this way by always giving characters difficulties to beat that are greater than their abilities. It is Peter who ensured TIME LORD continued to head in the direction in which it was intended to go. or any other warlike alien species. Conversely. because a proliferation of tabular information cannot easily be absorbed. Ultimately. by setting difficulties at levels below most of the characters’ abilities it is possible to play a game of TIME LORD without anyone but the referee rolling the dice — as near to a diceless role-playing system as I believe it is possible to get yet still presenting a viable rules structure that will settle arguments. the happier I become with assumed levels of competence as a game mechanic: the story. because we believe the enjoyment of role-playing comes through doing. and the game was in danger of remaining a private system played by only one group of people. too. No one has a chance of success if the difficulty is five or more higher than his appropriate ability. many tables become redundant. It is primarily intended for fans of the DOCTOR WHO television series. however. Besides. of course. we saw an opportunity. Mechanics that intrude on play are largely unwelcome except where rolling the dice creates dramatic tension — the points in an adventure where the players believe their plan depends on the success or failure of one person or gadget. becomes the driving force of the game. 16% and 5%. At the time. and those that exist are largely for the benefit of the referee. one gun is very much like another. 1. so some compromises have had to be made. There is also a noticeable famine of tables. I have concentrated on providing only those tables that are essential to the running of the game. Yet the idea of characters automatically being able to succeed at tasks they were competent to do appealed and was carefully placed in my mental filing cabinet. yet still be able to cope with the complex situations that role-players will inevitably hurl at the system. Cybermen. rules should be transparent to the players of a role-playing game. Peter. On a scale of one to ten that embraces the minimum and maximum values in the universe. For the sake of stats fans. 55%. 33%. Some people. but at the time I had no more idea of how to put them into effect than she did. it is also important that few if any Earth weapons should remotely endanger Daleks. Such details are for those people who master TIME LORD as it stands. TIME LORD is reality. But because TIME LORD uses one simple mechanic — beat the difference — consistently throughout the game. We hope to have erred on the side of description of characters and aliens rather than numbers. some three years later. Gone. not all of whom will be familiar with the way a role-playing game runs or works. In practice it means characters will comfortably be able to do something at the limits of their abilities (a difficulty equal to the ability) and have an evens chance of succeeding at something one higher than their abilities. and who has curbed my wilder excesses — excesses that might have seen the porcelain vase of flowers among the deadliest hand to hand combat weapons in the universe! Both of us knew that if TIME LORD were to appeal to most DOCTOR WHO fans. But with US company FASA’s licence for a DOCTOR WHO roleplaying game set to expire. the odds of beating differences of 0. Now. 2.DOCTOR WHO — TIME LORD APPENDIX 3: DESIGNER’S NOTES FOR ROLE-PLAYERS Experienced role-players have probably noticed that TIME LORD omits certain elements that are common to other role-playing games. Weapons. Gail Baker first provided the idea of levels of competence as a general game mechanic. This decision is quite deliberate: anyone who is attempting a task whose difficulty is four higher than his ability is attempting virtually the impossible as it is given that the game assumes complete competence 156 . and perhaps one day may materialize in a volume called TIME LORD COMPANION. Too many tables can be as much a disservice as too few. But beneath the simplicity is some cunning mathematics behind the odds of success.

we have invented tiny pieces of history: true aficionados will doubtless have fun wheedling them out. and the DOCTOR WHO television series frequently demonstrate this fact. My playtesters (and the characters they played) were Patrick Brady (himself). Peter and I have watched almost every surviving episode of the programme — our notes alone are equivalent to another volume the size of TIME LORD! Even precious. Marc Gascoigne. TIME LORD. they need to find either a way round the obstruction or someone to whom it is not impossible. In combination with the referee’s tools of decision and difficulties. which I regard as the only accurate source of official information. however. Paul Mason (as Sergeant Benton) and Rachel Hopkins (as Liz) tested a very different system. but it takes playtesting to check whether the rules work in practice. Murray Writtle and Emma Sansone whose own rule systems have given me much to think about and digest before I dared write my own. but the short lives of Katarina and Sara as well as the impressionable nature of Kamelion make them unsuitable as player 157 . We apologize to fans for these characters’ absence. All the information about the Doctors. far earlier in time Mike Cule (as the third Doctor). not heroes. Our own bias will surely show as well: the Doctors of our childhood were played by William Hartnell. being able to put down an opponent and yet not reveal whether a blaster was set to kill or stun serves to increase the tension in the game. It is perfectly possible in TIME LORD for two opponents to knock each other out at the same time in hand to hand combat. and that ordinary people often have no chance of success. And here the referee can assure the speedy dispatch of unimportant referee characters simply by assuming they do not dodge. Theory is all very well. Mark Pawelek (James Wallis). Patrick Troughton and Jon Pertwee and it is perhaps inevitable that our strongest impressions come from these eras. nowhere does this effect show more than in TIME LORD’s rules for combat. in clusters of five and use the group fire rule. Paul Mason (Steven Taylor).DOCTOR WHO — TIME LORD at difficulties less than his ability. for the sake of providing information that players will surely ask. too. TARDIS is clearly defined as Time And Relative Dimension In Space in An Unearthly Child and we have kept to this definition despite its frequent corruption to ‘Dimensions’. previously lost stories such as The Ice Warriors have somehow come our way. quite simply. is a rule book and must impose some sense of authority. It is partly the reason why I opted for simultaneous combat rather than an initiative based system. If there has been more than one version of something in the series. say. Should the characters confront the impossible. Peter and I have chosen whatever is best for game play. What matters is the speed at which unconscious characters recover. It also conveys the spirit of script immunity that so many of the Doctor’s companions desperately need. the average Dalek hasn’t a hope of hitting the Doctor or his companions provided that the characters dodge. If he chooses to keep the Daleks. Life. the Trojan slave girl. but it happens in the series. may be contrary to popular belief or modern usage. Thus it is that we chose to detail the Cybermen that confronted the second Doctor — the time we believe they were at their scariest. Again it sounds ludicrous. The spellings of names have been taken from the programme credits on screen. these creatures become the deadly aliens they occasionally appear to be. In some cases. none of which I’m glad to say has made it into TIME LORD. aliens and enemies is taken from the series. Those role-players who believe characters should always have a chance of success should remember that most companions in TIME LORD are no more than ordinary people. Paul Mason (yet again!). It is also perfectly possible for two lines of enemy soldiers to fire at each other at only short range and miss. therefore. The answer is. Dave Morris. Ludicrous as it sounds. Simultaneous combat means the players must trust the referee not to take advantage of their situation — and a reasonably competent referee doesn’t need to — but it also cuts down on bookkeeping. And far. Together. as well as testing them almost to destruction. TIME LORD is primarily designed as an effect game: its intention is to recreate the effects of the DOCTOR WHO universe. To my mind the game works best when the safe combat rules in Appendix Two are added. The referee has a most useful tool here: the group fire rule. FOR DOCTOR WHO FANS Many fans will probably be wondering how accurate is TIME LORD. Look at the series and see how it works. Patrick deserves special mention for reading and criticizing an early draft of the rules. and so you will find Brigadier Lethbridge Stewart instead of his hyphenated modern-day equivalent. Sharp-eyed fans will have noticed the absence of three characters sometimes considered companions of the Doctor and whom we regard as only supporting characters: Katarina. Dave Morris (the first Doctor). Only by accident has anything crept in from the novelizations or Jean-Marc Lofficier’s virtually indispensable reference works. Some information. the universe. Jamie Thomson (the spider-infested Captain Jameson) and James Wallis (Vicki). not real life. Thanks too must go to Pete Tamlyn. By choosing to shoot individually at a separate target. it reflects what happens in the television series. companions. security agent Sara Kingdom and the shapechanging robot Kamelion. Although I have said combat is not the main purpose of the game. or by forgoing group fire. as accurate as the television series itself.

the accuracy of this book would have been in doubt. June 1991 158 . horror and science fiction the series has encompassed over the years. It has also created a strong attachment to all of them. even as a referee character. Perhaps this accounts for DOCTOR WHO’s longevity. comedy. besides indulging ourselves. Researching the programme has shown the strengths and weaknesses of all the Doctors and his companions. But most of all it has shown us what a strong team the first Doctor has when the programme first started.DOCTOR WHO — TIME LORD characters. Without you. Ian Marsh Putney. and what a fine mix of drama. Similarly. Kamelion — who is no more than a cipher — is limited in his potential. Spread the word. But we have heeded the polls and included most of the popular monsters. the number of aliens and villains has been limited by the space available: alone they are worthy of a separate book. My undying thanks go to Richard Devlin and the network of fans who have kept available one of the finest science fiction series to appear on television.


TIME LORD originally presented only scanty guidelines on creating companions to adventure with the Doctor, for two good reasons. First, for a beginner’s role-playing game it seemed advisable to present characters that could be quickly given out ready for play; character creation can rather get in the way of welcoming newcomers to what is a rather unusual pastime. Second, the whole prospect of designing a comprehensive character generation system for Time Lords as a race, human companions and sundry aliens and robots was rather daunting and threatened to consume too much space in the book. Such a system might also be rather complicated for a newcomer to role-playing to understand. A third, and not so good reason, was that as the author of the rules system, I hadn’t much idea how to go about it! I believe I have already said that inspiration strikes in the strangest places. Well, it has happened again, and now you will all know what thoughts disturb the mind of one commuter as he contemplates wind-swept Earlsfield station in the early morning. One obstacle to the character creation system is that I wanted to use the consistent dice-rolling mechanism of the whole game in some way. Uniform systems are all very well, but they can also be a pain in the game designer’s neck! None the less, the dice are used to provide a variable element for each character. The final note I have to say about character creation is that companions are not superheroes. Although some of them may be quite competent in certain areas, in general a companion is just an ordinary person who has found himself or herself caught up in the Doctor’s adventures. This character creation system is intended to create such ordinary, human companions to accompany one of the existing Doctors; it has no ambition to be anything else.

There are two ways of shaping a character. First, you can imagine a person, his background, how he will react to certain circumstances, and his likes and loathings and then tailor the numbers to fit this concept. Second, you can work out all the numerical information, assign common abilities and pick special abilities, using such gamerelated material to help envisage the character as a person. Either way is satisfactory. If you are stuck for ideas, try modelling a companion on one of your friends or a well-known actor. As a player you have a free choice whether your companion is young or old, male or female, and which time period the character belongs to — there are no rules here to help you decide these factors! The only limit is that the character must be human and of Earth origin (descendants of space colonies are all right, too).

Each player starts with a number of points with which, in effect, he buys the character’s skills. As the procedure involves juggling numbers, a pencil and paper will prove handy to make notes before filling in a proper character sheet. A pack of cards may prove useful, as will be explained later.

Creating a character
Each character starts with eight abilities at 3, four abilities at 2 and eight abilities at 1. In addition, the character gains anything from zero to twenty 1-point abilities decided by the roll of the dice. These additional abilities are calculated by rolling a pair of six-sided dice four times and summing the differences of each roll — for each roll of the dice, therefore, the character gains from zero to five 1-point abilities. The result on the dice is read the same way as in the TIME LORD rules — and similarly, rolling a big difference each time is best. The best possible combination, therefore, after the dice have been rolled is a character with eight 3-point abilities, four 2-point abilities and twenty-eight 1-point abilities (the worst leaves him with only the basic eight 1-point abilities). These values are then assigned to the character subject to the rules regarding combination and limitations. The player must assign values to each of the eight main abilities, and can spend the rest as he likes on the special abilities listed in the rule book. It is highly recommended that characters who opt for low Strength acquire the Cheat Death ability at 2 points if they have Strength 3 and at 1 point if they have Strength 4.

Combining abilities
Any ability can be combined with another ability of the same value to obtain a single ability that is one higher in value. But a high value ability can never be broken down into a lower value ability. Thus, two 2-point abilities can be combined to yield one 3-point ability, but a 3-point ability cannot be broken down into two 2-point abilities. In effect it costs thirty-two 1-point abilities to gain one 6-point ability, sixteen 1-point abilities to gain one 5-point


DOCTOR WHO — TIME LORD Table 13: Minimum and maximum abilities for human companions Ability Strength Control Size Weight Move Knowledge Determination Awareness Minimum 2 2 2 3 1 2 1 1 Maximum 5 6 5 4 4 6 6 6 Notes 2 = child, 5 = strongman 2 = klutz, 6 = daredevil acrobat 2 = a giant, 5= a child or dwarf 3 = small adult, 4 = large adult 1 = crippled, 4 = sprinter 2 = primitive, 6 = genius 1 = subservient, 6 = obsessive 1 = not in tune with surroundings, 6 = sensitive to surroundings

ability, eight 1-point abilities to gain one 4-point ability, four 1-point abilities to gain a 3-point ability and two 1-point abilities to gain a 2-point ability (most cost-effective!). Thus a 3-point ability is affordable and within the reach of most characters, but to gain several 4-pointers requires careful budgeting. The best approach is to ensure the eight common abilities have values of 3 or 4, perhaps with one 5, and to enhance these with well-chosen special abilities. This way a character can get a total ability of 6 cheaply through using two 3-point abilities (a cost of eight 1-point abilities instead of thirty-two); the downside is a low general value in the appropriate common ability.

A value must be assigned to each of the eight common abilities — Strength, Control, Size, Weight, Move, Knowledge, Determination and Awareness — subject to the minimum and maximum possible values for a human companion given in Table 13. Certain values will very much shape the appearance and possible background of a character. A character with Size 5 is either a child, and must select his other background skills appropriately, or a dwarf; the character cannot be imagined as resembling an average adult human. Referees should look for such potential discrepancies in generated characters and advise the player accordingly. In addition, special abilities may not be greater in value than the governing main ability: a character with a Control of 3 cannot have a Marksmanship of 4; the maximum ability he can have is Marksmanship 3. To obtain a total ability of 7 the character must have Control 4 and Marksmanship 3.

Players with access to a number of packs of playing cards can use them to keep track of their changes in ability — about four packs will be necessary. Issue the player with cards whose numeric value is equal to the abilities of the character, using court cards as ones if there is a shortage of aces. Thus a basic character will get eight threes, four twos and eight aces. Each time the player wishes to combine two abilities, he hands the referee two equal cards and receives one higher value card in exchange: filling in the character sheet is then a simple matter of comparing remaining cards with spaces on the sheet. The referee is also completely in control of the bookkeeping, eliminating any ‘creative accountancy’ on the part of the player.

Characters start with a set of clothing and nothing else. They may, however, trade in abilities to secure equipment. None is a particularly cost-effective purchase, but then money is of no real use to most of the companions and they will be hard-pressed to find shops on places such as Metebelis 3. Abilities can also be spent to buy status, such as rank within an organization like UNIT (organizations may also require purchasing of a pass, representing membership and security vetting).

1-point ability
This will secure a trivial item of no apparent worth, or a common, everyday item for the character’s time period. Examples: a pocketful of loose change, a plain metal ring, golden star of mathematical excellence, walking stick or umbrella, a set of house keys, cricket ball, string, bag of jelly babies, pen knife.


DOCTOR WHO — TIME LORD 2-point ability
This secures a useful item of some worth. Examples: skeleton keys, hunting knife, gold jewellery, binoculars, mobile telephone, transistor radio.

3-point ability
This secures an item of notable worth or a low position of authority. Examples: hand-to-hand weapons such as a sword or mace, primitive missile weapons such as a bow, unreliable firearms such as muzzle-loading pistols and muskets, partial armour or a shield, rank of sergeant.

4-point ability
This will secure a valuable item or a position of moderate responsibility. Examples: security pass for a secret service or UNIT, reliable guns, full armour, motorized transport, rank of captain.

5-point ability
This will secure an exceptionally valuable item or a position of power. Examples: technological device of equivalent ability to the sonic screwdriver, national head of UNIT, presidency, membership of the royal family. Referees might also like to invent special devices that characters can own, for example:

Infallible firearm (5-point ability)
A revolver, automatic pistol or laser pistol that always begins any new adventure with a full magazine or charge. This makes the weapon far more attractive than the run-down or partly empty guns that characters may be forced to use in the course of an adventure.

Bullet-proof pocketwatch (4-point ability)
A one-use item that automatically stops the first bullet to strike the front of the character; the watch is destroyed in the process.

A character need not be generated using all his abilities; some may be held unspent to gain an appropriate skill when the player needs. This helps reflect an inherent talent for a subject that the character has never tackled before.

TIME LORD characters should advance their skills only slowly as gaining even one point in an ability represents a great leap in skill. To this end, at the end of each adventure, a player may make one roll of the dice to increase one of his character’s abilities by one point. If the player chooses not to roll the dice at the end of one adventure, it increases his chance of learning at the end of a subsequent adventure. The basic object is to beat the difference between the number of adventures a character has gone without making an experience roll and the desired total ability.

Patrick has Knowledge 4 and wishes to learn Cybernetics 1 after a close call with the Cybermen and a number of robots in his first adventure. He must therefore beat a difference of 4 to learn the ability (desired total ability for Cybernetics equals 5). If he waited until the end of his second adventure, he would need to beat a difference of 3.
After a player makes an experience roll, regardless of whether it succeeds or fails, the number of adventures resets to zero. Each time a character successfully makes an experience roll, the difficulty to make the next roll increases by 1. This penalty is cumulative.

Assuming Patrick gained Cybernetics 1 after one adventure and then wished to gain Cybernetics 2 after a subsequent adventure, a penalty of 1 would be added to the total desired ability. The total desired ability would be 6, but the penalty raises it so the difficulty becomes 7. He would need to complete three more adventures to have a chance at gaining Cybernetics 2, at which point he would need to beat a difference of 4. If he succeeded at this and wished to progress to Cybernetics 3, he would incur a penalty of 2, making the base difficulty 9 and requiring the completion of five more adventures before a roll could be made.
At all times the referee decides when an adventure concludes and an experience roll can be made. A character may never improve more than one ability whenever he earns an increase. Also, the eight common abilities may never be increased; only special abilities may be gained or increased.


Bench-thumping 2 Size: 3 Weight: 3 Move: 4. Weight and Determination. She envisages her character as an enthusiastic car mechanic who loves tinkering. Awareness: 1. She rolls the dice. she combines twice to give a Knowledge of 5 (four 3-point abilities = two 4-point abilities = one 5-point ability. Engineering 1 Determination: 3 Awareness: 3 Simone starts only with the clothes she wears. Move: 4. To start.DOCTOR WHO — TIME LORD The experience roll assumes that a player is attempting to increase an ability which was appropriate to one of his adventures. Weight: 3. Determination: 3. Her abilities currently are as follows: Strength: 2. On reflection. if it is not appropriate. a value of 2 to Strength and a value of 1 to Awareness. Driving 2 Knowledge: 5. four 2-point abilities and eight 1-point abilities. The four remaining 3-point abilities. She must still assign a value to Move. Control: 3. 3 and 2. SAMPLE CHARACTER: SIMONE Simone starts with eight 3-point abilities. Size. She is left with eleven 1-point abilities. she assigns values of 3 to Control. The referee should keep a log of attempts made or failed. she believes her Awareness to be too low. Driving 2. Bench-thumping 2. the referee should increase the difficulty of succeeding at the experience roll. which in turn is combined with the remaining three 2-point abilities to give one 4-point ability. Size: 3. Her final abilities are: Strength: 2. 1. Knowledge: 5. Mechanics 1. The general intention of these rules is to allow characters to pick up one or two abilities that may be useful as they become more experienced with role-playing and TIME LORD in particular. generating differences of 0. Cheat Death 2 Control: 3. gaining her six extra 1-point abilities (giving a total of fourteen 1-point abilities). and the experience gained. Heaven help the Doctor when she gets loose in the TARDIS! 162 . and elects to take the special abilities of Cheat Death 2. Mechanics 1 and Engineering 1. and combines the remaining three 1-point abilities with it to give Awareness 3. so she combines two 1-point abilities to give a two-point ability.

DOCTOR WHO — TIME LORD CHARACTER SHEET NAME PERSONAL Species Home planet Native time Age Sex Description ABILITIES Strength Determination EQUIPMENT Control Knowledge WOUNDS Weight Size Awareness COMBAT Move Attack Parry Attack Basic Defence Evade Dodge 163 .

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